Remixes and mapping jokes

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Nelsona
Posts: 1695
Joined: Sat Sep 30, 2017 5:03 am

Remixes and mapping jokes

Post by Nelsona »

Some map-files happily "remixed" with their original formula are having exactly the same problems as the original. What is for such thing ? - I must ask...
Let's see what's up with something that was called "DM-lol-BigBridges-Remix5.unr" alleged map...
"Interesting" geometry...
BigBridges-Remix5_0.PNG
BigBridges-Remix5_0.PNG (23.81 KiB) Viewed 239 times
But not the only problem beside that useless "portal":

Code: Select all

ZoneInfo which share zone with another ZoneInfo:
WaterZone1 placed in zone of WaterZone0
ZoneInfo1 placed in zone of ZoneInfo0
WaterZone2 placed in zone of WaterZone0
WaterZone3 placed in zone of WaterZone0
ZoneInfo2 placed in zone of ZoneInfo0
ZoneInfo3 placed in zone of ZoneInfo0
SkyZoneInfo0 placed in zone of SkyZoneInfo2
...
...
ElevatorMover5 MainScale = (Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX) PostScale = (Scale=(X=1.000000,Y=1.000000,Z=2.999986),SheerRate=0.000000,SheerAxis=SHEER_ZX)
ElevatorMover15 MainScale = (Scale=(X=1.000000,Y=1.000000,Z=1.000000),SheerRate=0.000000,SheerAxis=SHEER_ZX) PostScale = (Scale=(X=1.000000,Y=1.000000,Z=2.999986),SheerRate=0.000000,SheerAxis=SHEER_ZX)
...
LiftCenter which share LiftTag with another LiftCenter:
LiftCenter4 LiftTag = Mover2 LiftCenter0
LiftCenter5 LiftTag = Mover1 LiftCenter1
LiftCenter6 LiftTag = Mover4 LiftCenter2
LiftCenter7 LiftTag = Mover3 LiftCenter3
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 -
Nelsona
Posts: 1695
Joined: Sat Sep 30, 2017 5:03 am

Re: Remixes and mapping jokes

Post by Nelsona »

Another "Map" DM-lol-Beach-v1.unr:
Map's setup

Code: Select all

 ScriptedPawn die in zone with damage if ReducedDamageType not set to zone DamageType and ReducedDamagePct < 1:
 Devilfish0 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 Devilfish1 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 Devilfish2 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 Devilfish3 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 Devilfish4 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 Devilfish5 ReducedDamageType = 'None', ReducedDamagePct = 0.000000 in zone MyLevel.WaterZone3 with DamageType = 'None' and DamagePerSec = 20
 ExplosionChain with bOnlyTriggerable and (bCollideActors or bProjTarget):
 ExplosionChain7 bCollideActors = True bProjTarget = True
 ExplosionChain8 bCollideActors = True bProjTarget = True
 ExplosionChain9 bCollideActors = True bProjTarget = True
 ExplosionChain10 bCollideActors = True bProjTarget = True
 ExplosionChain11 bCollideActors = True bProjTarget = True
 ExplosionChain12 bCollideActors = True bProjTarget = True
 ExplosionChain13 bCollideActors = True bProjTarget = True
 ExplosionChain14 bCollideActors = True bProjTarget = True
 ExplosionChain15 bCollideActors = True bProjTarget = True
 ExplosionChain16 bCollideActors = True bProjTarget = True
 ExplosionChain17 bCollideActors = True bProjTarget = True
 ExplosionChain18 bCollideActors = True bProjTarget = True
 ExplosionChain19 bCollideActors = True bProjTarget = True
 ExplodingWall with bOnlyTriggerable and (bCollideActors or bProjTarget):
 ExplodingWall1 bCollideActors = True bProjTarget = True
 ExplosionChain with (bStatic or bNoDelete):
 ExplosionChain7 bStatic = False bNoDelete = True
 ExplosionChain8 bStatic = False bNoDelete = True
 ExplosionChain9 bStatic = False bNoDelete = True
 ExplosionChain10 bStatic = False bNoDelete = True
 ExplosionChain11 bStatic = False bNoDelete = True
 ExplosionChain12 bStatic = False bNoDelete = True
 ExplosionChain13 bStatic = False bNoDelete = True
 ExplosionChain14 bStatic = False bNoDelete = True
 ExplosionChain15 bStatic = False bNoDelete = True
 ExplosionChain16 bStatic = False bNoDelete = True
 ExplosionChain17 bStatic = False bNoDelete = True
 ExplosionChain18 bStatic = False bNoDelete = True
 ExplosionChain19 bStatic = False bNoDelete = True
 ExplodingWall with (bStatic or bNoDelete):
 ExplodingWall1 bStatic = False bNoDelete = True
...
 Missing: Texture 'lol-Beach.Nude' not found ! //Interesting stuff
...
 LiftCenter which share LiftTag with another LiftCenter: //Probability of recursive crash ? Already happened in other "lol" map.
 LiftCenter1 LiftTag = None LiftCenter0
 LiftCenter2 LiftTag = None LiftCenter0
 LiftCenter3 LiftTag = None LiftCenter0
 TranslocDest8 LiftTag = None LiftCenter0
 TranslocDest10 LiftTag = None LiftCenter0
 TranslocDest11 LiftTag = None LiftCenter0
 TranslocDest12 LiftTag = None LiftCenter0
 TranslocDest13 LiftTag = None LiftCenter0
 TranslocDest14 LiftTag = None LiftCenter0
 TranslocDest15 LiftTag = None LiftCenter0
 TranslocDest16 LiftTag = None LiftCenter0
Technically in this map there is no logic of settings. Fixing server ? Server is auto-fixed if such things are just deleted for good. My question comes pointing at that NONE texture, I'm curious what renders will do there...
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 -
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