DM-UTDMS-Barn

Show us and share your created maps.
Post Reply
User avatar
evilgrins
Posts: 746
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

DM-UTDMS-Barn

Post by evilgrins »

Part of why I'm delayed on certain projects is I rarely work only 1 thing at a time. Kinda scatterbrained like that, which is why I'm lagging on 7 different skinning projects at the moment (only 3 of them are my own) and I'm actively making edits to about 40 different maps. Bopping back and forth to each project, doing a little here and there, until finally stuff gets done.

Image

As I've mentioned prior, here and there, I found a large number of maps by a "mapper" who calls himself (admittedly gender assuming there) Pornstar. The maps are quality pieces but he splashed porn over all of them, and not with any rhyme or reason. Sometimes only a little, sometimes he practically paved nearly every surface with porn. Now, don't get me wrong... I love porn, but in mapping it should make sense where it's placed and none of it existed with his maps. Moreso after I recognized a couple maps and noted they weren't all made by the same mapper.

It seems Pornstar took maps from other mappers, erased all of their information from the maps so it's nearly impossible to identify (and I've been looking) who made the original maps.

So, I've been censoring them as best I can. In some places replacing textures, in others black-boxing the naughty bits. Hasn't been as easy as I initially planned because on some maps he built structures for some of the porn to be placed on and if I remove that it destabilizes the map and causes BSP-Hell.

My original plan was to censor/fix them all and then re-release them in a map pack... but as stated above, I get a wee bit scatter-brained on this kinda stuff.

Image

This is a tightly packed arena sized map, lots of places to duck and cover, a few places to get stuck in with no way out until somebody kills you. Barney (named for silly reasons) is a SkaarjBerserker firing deadly razor-blades all over.

My initial experience with ut99 (been playing it since it was first released) largely involved a mutator called Monster Madness which I loved as it put monsters into the game that could score and potentially win; MonsterHunt didn't exist yet at that point. Which is why I enjoy GorGor's Unreal Tournament Deathmatch Monster (UTDM) creations as they're kinda sorta big bots in monster form and can win games if you're not careful...

...and I've largely been using my fixes/censors of Pornstar's edits to give the Unreal Tournament Deathmatch SkaarjBerserker a place to roam.

Usual Suspects:
.u - /system
.unr - /maps

Enjoy!
https://www.mediafire.com/file/ubvhfycr ... S-Barn.zip
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: DM-UTDMS-Barn

Post by Nelsona »

Ahah, let's see another "informative" Screen-Shot...
TooBaarned.PNG
TooBaarned.PNG (1.2 MiB) Viewed 3435 times
And the story:

Code: Select all

NoIncomingPath: PlayerStart7 is not having incoming connections.
NoIncomingPath: PathNode161 is not having incoming connections.
NoIncomingPath: PathNode162 is not having incoming connections.
NoIncomingPath: InventorySpot0 is not having incoming connections.
NoIncomingPath: InventorySpot11 is not having incoming connections.
NoIncomingPath: InventorySpot13 is not having incoming connections.
NoIncomingPath: InventorySpot14 is not having incoming connections.
NoIncomingPath: InventorySpot15 is not having incoming connections.
NoIncomingPath: InventorySpot84 is not having incoming connections.
...
WrongPoint: LiftCenter0  doesn't have a private LiftTag string defined, which is pretty wrong.
BorkedStrings: This might not have connections or... it can be connected through walls with Exits if they exist.
WrongPoint: JumpSpot0  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot1  doesn't have a private LiftTag string defined, which is pretty wrong.
TestingAPoorOne: JumpSpot2 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot2 specs > Start = JumpSpot2, End = LiftExit1.
upstreamPaths0: JumpSpot2 specs > Start = LiftExit1, End = JumpSpot2.
SingleBreakPoint: JumpSpot2 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot3 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot3 specs > Start = JumpSpot3, End = LiftExit2.
upstreamPaths0: JumpSpot3 specs > Start = LiftExit2, End = JumpSpot3.
SingleBreakPoint: JumpSpot3 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot4 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot4 specs > Start = JumpSpot4, End = LiftExit4.
upstreamPaths0: JumpSpot4 specs > Start = LiftExit4, End = JumpSpot4.
SingleBreakPoint: JumpSpot4 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot5 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot5 specs > Start = JumpSpot5, End = LiftExit5.
upstreamPaths0: JumpSpot5 specs > Start = LiftExit5, End = JumpSpot5.
SingleBreakPoint: JumpSpot5 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot6 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot6 specs > Start = JumpSpot6, End = LiftExit6.
upstreamPaths0: JumpSpot6 specs > Start = LiftExit6, End = JumpSpot6.
SingleBreakPoint: JumpSpot6 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot7 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot7 specs > Start = JumpSpot7, End = LiftExit7.
upstreamPaths0: JumpSpot7 specs > Start = LiftExit7, End = JumpSpot7.
SingleBreakPoint: JumpSpot7 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
WrongPoint: JumpSpot8  doesn't have a private LiftTag string defined, which is pretty wrong.
WrongPoint: JumpSpot9  doesn't have a private LiftTag string defined, which is pretty wrong.
TestingAPoorOne: JumpSpot10 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot10 specs > Start = JumpSpot10, End = LiftExit1.
upstreamPaths0: JumpSpot10 specs > Start = LiftExit1, End = JumpSpot10.
SingleBreakPoint: JumpSpot10 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
TestingAPoorOne: JumpSpot11 looks connected with only two reachSpecs. Checking links...!
Paths0: JumpSpot11 specs > Start = JumpSpot11, End = LiftExit8.
upstreamPaths0: JumpSpot11 specs > Start = LiftExit8, End = JumpSpot11.
SingleBreakPoint: JumpSpot11 has only one exit connected causing a break point, this route isn't continuing anywhere.

: ___________________________________________________________________
FlawedCombos: This map has 13 messed up Combos, you need to check settings...
...
WallHitting: PlayerStart1 is facing a closer wall, a rocket fired too quickly might be damaging.
LolPlacement: PlayerStart1 has a plain placement specific for n00b mapping.
WallHitting: PlayerStart2 is facing a closer wall, a rocket fired too quickly might be damaging.
LolPlacement: PlayerStart2 has a plain placement specific for n00b mapping.
WallHitting: PlayerStart4 is facing a closer wall, a rocket fired too quickly might be damaging.
LolPlacement: PlayerStart4 has a plain placement specific for n00b mapping.
WallHitting: PlayerStart7 is facing a closer wall, a rocket fired too quickly might be damaging.
LolPlacement: PlayerStart7 has a plain placement specific for n00b mapping.
SpawnRotationResults: 4 Playerstart actors might need another rotation.
...
VoidCheck: BulletBox2 looks placed into void.
...
MaxNumFound: I found 3555 reachspecs, from 0 to 3554.
WarnDist: 174 reachSpecs have nodes claimed too close.
Indeed... Have fun !
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 746
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: DM-UTDMS-Barn

Post by evilgrins »

Well sure, when you put it like that it seems horrible.

So that map I left in the assessment thread... you building a train for it?
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: DM-UTDMS-Barn

Post by Nelsona »

I have a version which needs well checked and intensively tested...
It was looking like it worked like a charm until I discovered some "rat holes" having paths and messing up Bots - Lol XC paths. I moved nodes, paths seem navigable in big parts but I want more details in "game reality". I think I will still want some "cleanups" done manually. I started a game as player too, map is not very big, so many paths in such a map are just an Engine spam with no purpose. If I'm looking at combos definitely somebody had no damn clue about pathing - that was Editor's automated craps not user type nodes. I deleted ALL of them and rotated PlayerStarts from facing nearby walls (some arena mutators might be damaging).
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
User avatar
evilgrins
Posts: 746
Joined: Fri Oct 13, 2017 12:14 am
Location: Palo Alto, CA
Contact:

Re: DM-UTDMS-Barn

Post by evilgrins »

When you get a map you open it in UnrealEd to check it out, I check them out by having bots take a run on the map.

As far as that went, they seemed to play it okay.

Don't need a fix for this... but I do have other stuff that does.

Though I've been holding back since I sent you that last edit that has empty train tracks. Are you working on that, oh lover of trains that you are?
Image
Have you hugged a Skaarj today?
Skaarj need love too!
http://unreal-games.livejournal.com/
Nelsona
Posts: 1693
Joined: Sat Sep 30, 2017 5:03 am

Re: DM-UTDMS-Barn

Post by Nelsona »

It needs MORE than a fix. Paths messing through walls and 2990+ reachspecs for a stupid cubing spree it's not an UE1 related work... + extra unseen reachSpecs just for being loaded.
Take a look at this...
DM-Barn_rS716.7z
(292.44 KiB) Downloaded 181 times
This is my game not that overcrowded for no purpose. Quality is before quantity, this is my way.
UncodeX Stuff
Not often maintained
My UT Mapping works...
Learn the rules like a pro, so you can break them like an artist.
- Pablo Picasso -
Post Reply