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  Topic: UnrealMayhem
Cyberia-Mix

Replies: 1
Views: 681
PostForum: General Discussion   Posted: Mon Dec 25, 2023 12:26 pm   Subject: Re: UnrealMayhem
Hello Zipps, thanks for the heads-up!  Idea
I wish Wolfi would be back indeed. x|
Merry Xmas to you all on UM! schneewerfen

Quote:
4 different MH-Servers and 1075 diff maps (15 new this week)
 

This is awesome news btw! Very Happy1
  Topic: MH-Nagrath2020 & MH-Shivnath2020, Upload please.
Cyberia-Mix

Replies: 14
Views: 4006
PostForum: New Mapping Projects   Posted: Fri Sep 10, 2021 12:31 pm   Subject: Re: MH-Nagrath2020 & MH-Shivnath2020, Upload please.
Hi guys, nice to see  you all. :Zwinker: Hope you get well soon Terra.  weapon


HellFire, sorry for not giving you update on Nagrath.
This version seems to be the same as the last one you sent me?

Accordingly to our last PMs I made a version with the spinner boss upgraded into a Teradex Maiden to spawn eggs.
So there's the spinner factory popping spinners in your back, and the boss shooting either lasers or eggs in your face every time you killed the previous ones (custom scripting, gasbags style). It's quite nice.
I tried glowing spinners too but it felt out of place in the end. Dark + searchlights is great already.

You didn't say if you intended the map to be clearable or not. It's not really doable in your version due to the immediate end, and big factory size that can take longer than boss.
Factory size is not a problem if spawning is adjusted to boss taking damage or player count.


Terra > I did some stuff on PartyCrashers like making the final boss visible online, and making it damageable/killable (scoring points and all).
Eventually though I ran into the issue of a major secret being in a completely unguessable location, and I could never find a good idea about it. :/
Also found you some nice medieval textures for Mesospheric from other maps if you're interested.
  Topic: Hello, this is ~Athena~
Cyberia-Mix

Replies: 9
Views: 2947
PostForum: Introduce Yourself   Posted: Sun Nov 08, 2020 11:16 pm   Subject: Re: Hello, this is ~Athena~
Hey Athena, Dem here jack in the box

You probably played way more Coop than me but I believe you'll find good stuff on here too and in the MH world at large and enjoy the fun. Welcome!  beer
  Topic: My personal skin
Cyberia-Mix

Replies: 2
Views: 1448
PostForum: Mapping Development and Skinning   Posted: Tue Mar 24, 2020 7:13 pm   Subject: Re: My personal skin
No custom skins on dU except the dU staff package and
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.
  Topic: Re: AD2, MH-PartyCrashers and MH-Mesopheric
Cyberia-Mix

Replies: 4
Views: 2204
PostForum: UT99 MonsterHunt Mapping Server   Posted: Wed Mar 04, 2020 3:26 am   Subject: Re: AD2, MH-PartyCrashers and MH-Mesopheric
Cheers beer

Honestly, if not for the secrets I would not notice that Mesospheric isn't finished, looks pretty much complete really.

Upon further inspection I do have some framedrop actually though, when looking at big chunks of the map from corners like spawn, but it's not too bad and you don't stay there for long.
I kinda want to see at least one more island, all the way to the left when looking from spawn (= near sliths island), but I'll probably keep wanting more after that (always like this with mapping, and you need to stop eventually) so don't listen to me. :P

The map is fine without more islands really.
If you choose to make more though, keep them very simple or framedrop will srsly start to hurt.




Concerning PartyCrashers, it doesn't need to be any bigger either. I can take care of all the fixing I mentionned if you want, it's not really long to do.
Also I don't think hiding secrets from UEd is something possible. Razz

HigherbyTerraniux.umx is in AD2's archive. And yeah it's livelier than iceworld. Cool
Acronis.umx is indeed in the CMC archive, and used in the earlier version of PartyCrashers that I still have on my hard drive. But imo it's a lame song lol.
  Topic: Re: AD2, MH-PartyCrashers and MH-Mesopheric
Cyberia-Mix

Replies: 4
Views: 2204
PostForum: UT99 MonsterHunt Mapping Server   Posted: Tue Mar 03, 2020 12:46 pm   Subject: Re: AD2, MH-PartyCrashers and MH-Mesopheric
I think my last posting attempt broke the topic so let's try this again.


- Mesospheric -

Original and pretty good all around. Players should love it. Cool

Biggest issue is that the map is easily rushed, just jumping over the barrier next to the queen.
I was going to suggest making the grass bridge appear later, but it's probably not too hard to get pushed to the other island from a monster rocket and ignore the bridge completely.
In short you need more distance between the 2 islands.
Then I suggest you replace the bridge and barrier with 1 or more little floating islands that move in when it's time to go. :3

Quick tour of the other remarks:

- is the white square corona in start room intentional? (it even crashes my UEd in software mode)
- "surprise =)" button just bumps on my face
- lots of texture align needed on curved stairs and columns. I volunteer if you can't be bothered
- dunno if intentional but I love the
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for dodging, more would be nice!
- is tentacles' projectile intended to be useless?
- relics could use some effect when players reach them (activation, disappareance, whatever but something Razz)
- not sure why it happens but pretty nice that the players are credited for the kills when monsters fall off the map
- need zone light in waterzones (and stone texture instead of grass at bottom)
- "Shiny item discovered!" messages don't stay on screen
- the trigger that unlocks the last island is easy to miss, should have same collisions as the jumppad
- nothing in the "mega secret" near the big krall (coming soon? :Zwinker:)
- the jumppad in the cave needs some texture or effect to make it visible
- on titans' island, the underground passage that never opens is confusing for players (coming soon too I hope Razz)
- would be nice to have a secret/reward when you manage to land from a jumppad on the giant crystal or the stone circle above it
- spawned flies can be hard to find for map clear (and flies are not very rewarding to hunt anyway, they should spawn faster and/or have more health)
- like AD2, skybox has some missing stuff online
- monsters were okay I guess, maybe a little easy for bigger teams
- I'd love the map to be longer with more islands but that surely means framedrop, and I didn't have any at this point, which is very good for an open map.

3 more general remarks:

- I think your buildings would look A LOT better with other textures (SkyCity, or maybe ChicoRuinsPack), and a liiiittle more detailing on the architecture, though I'm painfully aware it's easier said than done.
I like the wizard hat shaped roofs though Razz
- As alternative songs to Mech8 & Aryx, I would recommend blue_aura_b (MH-SkyCorebeta, MH-UM-BlueTown), ds_can_u_b, and/or, ds_ga (both in MH-AndromedaAncient).
- After playing the map I don't find much point in the introduction area (UTTech1). You could have started directly on the island and put the logos there, though I guess you miss the cool stargate jump effect.


- PartyCrashers -

This one is more conventional, and reminds me a bit of Purgatorium.
Was it a contest rule to fit the map in a 4096 cube? This dense layout is visually nice but creates gameplay problems with monsters waking up way too early, especially Titans (shakeshakeshakeSHAKEshakeshake), though they could be made to spawn later, and of course: rushing.

Like I remembered, this one too can be rushed, if you jump from the tower to the lower left wall.
I suggest you disable the MonsterEnd until the grates around it are down. If someone gets there earlier you can give him some prize and teleport him back at start (on the other pentagram!), or kill him, or anything in between.

Other remarks:

- cool action at the beginning with constant pressure from respawning monsters, similar to MH-Pol1-Frigid (pity it eventually stops though, but if not the map would be very hard to solo, so I guess the current setting is fine)
- queen comes at players before they even get to the tower, that seems early
- the game/server gets all weird, laggy and drunk with 250 pupaes spawning at the same time. 100 would be okay I guess
- the "secret opened" message is confusing (makes you look for something that didn't happen), it should say "secret found", also:
> the one at start is useless on dU (no invis, dunno what you could replace it with)
> the one in tower is not needed, you already had that message before teleporting
> the one at belt feels a bit cheap
ironically, the only time you really want to hear it is when you unlock the redeemer & esr, and it's not triggered there lol (and doubly ironic since it's where the special event is located)
- also no esr on dU (replaced with rocket launcher), but a deemer is cool already Razz
- how about adding unpassable windows/grates between the redeemer/esr and teleporter corridor for coolness? Cool
- is it intentional that the 2 pentagram movers are solid instead of non-solid? (colliding them feels weird since they're just decoration, also when colliding them you hear spikegates sound in the distance O_o dunno why)
- no boss music?
- boss sprite is not visible online, same for campfire smoke (both fixable)
- no laugh sounds from boss online (not sure how to fix that one)
- it's possible to touch the button that unlocks the end without touching the actual trigger (button itself does nothing). You should either have the trigger activate the button, or remove the trigger and set the event on the button. Personally I would choose the latter, for all 3 buttons of your map.
- typo on message: "HOPE YOU LIKED YOU MAP. REGARDS TERRANIUX"
- a player pushed by a monster rocket at the minigun location can reach the final area and call the boss at the beginning of the map. Fixable by using the "finalgate" event to activate the "endoftimes" and "SECRETEND" triggers.
- overall, maybe a punchier music would match better with the intense action

2 more general remarks:

- even though players will get used to it, I think the super secret (redeemer+esr) needs some kind of clue to make it expectable.
I briefly considered the "secret opened" error on other secrets a good occasion to turn these secrets into a counter for the super secret, but then by the time it's complete you don't need the deemer anymore. :\
Same thing for collecting pumpkins around the map.
I think the current moment the deemer is unlocked is perfect (boom pupaes & skaarjs), it just needs that clue, and I  don't really have an idea at the moment. :\
- I made a custom monster class to use as boss sprite, to have it visible on radar, display health, and be potentially killable. Already tested online, it's working fine. Let me know if you're interested. :Zwinker:
  Topic: New here but old on UT
Cyberia-Mix

Replies: 10
Views: 3897
PostForum: Introduce Yourself   Posted: Tue Mar 03, 2020 12:39 pm   Subject: Re: New here but old on UT
Too much violence in you Karl. Not healthy.
  Topic: AD2, MH-PartyCrashers and MH-Mesopheric
Cyberia-Mix

Replies: 18
Views: 5547
PostForum: UT99 MonsterHunt Mapping Server   Posted: Tue Mar 03, 2020 12:18 pm   Subject: Re: AD2, MH-PartyCrashers and MH-Mesopheric
Here we go.


? Mesospheric ?

Original and pretty good all around. Players should love it. Cool

Biggest issue is that the map is easily rushed, just jumping over the barrier next to the queen.
I was going to suggest making the grass bridge appear later, but it's probably not too hard to get pushed to the other island from a monster rocket and ignore the bridge completely.
In short you need more distance between the 2 islands.
Then I suggest you replace the bridge and barrier with 1 or more little floating islands that move in when it's time to go. :3

Quick tour of the other remarks:

- is the white square corona in start room intentional? (it even crashes my UEd in software mode)
- "surprise =)" button just bumps on my face
- lots of texture align needed on curved stairs and columns. I volunteer if you can't be bothered
- dunno if intentional but I love the
Please login to see this link
Get registered or Log in
for dodging, more would be nice!
- is tentacles' projectile intended to be useless?
- relics could use some effect when players reach them (activation, disappareance, whatever but something Razz)
- not sure why it happens but pretty nice that the players are credited for the kills when monsters fall off the map
- need zone light in waterzones (and stone texture instead of grass at bottom)
- "Shiny item discovered!" messages don't stay on screen
- the trigger that unlocks the last island is easy to miss, should have same collisions as the jumppad
- nothing in the "mega secret" near the big krall (coming soon? :Zwinker:)
- the jumppad in the cave needs some texture or effect to make it visible
- on titans' island, the underground passage that never opens is confusing for players (coming soon too I hope Razz)
- would be nice to have a secret/reward when you manage to land from a jumppad on the giant crystal or the stone circle above it
- spawned flies can be hard to find for map clear (and flies are not very rewarding to hunt anyway, they should spawn faster and/or have more health)
- like AD2, skybox has some missing stuff online
- monsters were okay I guess, maybe a little easy for bigger teams
- I'd love the map to be longer with more islands but that surely means framedrop, and I didn't have any at this point, which is very good for an open map.

3 more general remarks:

- I think your buildings would look A LOT better with other textures (SkyCity, or maybe ChicoRuinsPack), and a liiiittle more detailing on the architecture, though I'm painfully aware it's easier said than done.
I like the wizard hat shaped roofs though Razz
- As alternative songs to Mech8 & Aryx, I would recommend blue_aura_b (MH-SkyCorebeta, MH-UM-BlueTown), ds_can_u_b, and/or, ds_ga (both in MH-AndromedaAncient).
- After playing the map I don't find much point in the introduction area (UTTech1). You could have started directly on the island and put the logos there, though I guess you miss the cool stargate jump effect.


? PartyCrashers ?

This one is more conventional, and reminds me a bit of Purgatorium.
Was it a contest rule to fit the map in a 4096 cube? This dense layout is visually nice but creates gameplay problems with monsters waking up way too early, especially Titans (shakeshakeshakeSHAKEshakeshake), though they could be made to spawn later, and of course: rushing.

Like I remembered, this one too can be rushed, if you jump from the tower to the lower left wall.
I suggest you disable the MonsterEnd until the grates around it are down. If someone gets there earlier you can give him some prize and teleport him back at start (on the other pentagram!), or kill him, or anything in between.

Other remarks:

- cool action at the beginning with constant pressure from respawning monsters, similar to MH-Pol1-Frigid (pity it eventually stops though, but if not the map would be very hard to solo, so I guess the current setting is fine)
- queen comes at players before they even get to the tower, that seems early
- the game/server gets all weird, laggy and drunk with 250 pupaes spawning at the same time. 100 would be okay I guess
- the "secret opened" message is confusing (makes you look for something that didn't happen), it should say "secret found", also:
> the one at start is useless on dU (no invis, dunno what you could replace it with)
> the one in tower is not needed, you already had that message before teleporting
> the one at belt feels a bit cheap
ironically, the only time you really want to hear it is when you unlock the redeemer & esr, and it's not triggered there lol (and doubly ironic since it's where the special event is located)
- also no esr on dU (replaced with rocket launcher), but a deemer is cool already Razz
- how about adding unpassable windows/grates between the redeemer/esr and teleporter corridor for coolness? Cool
- is it intentional that the 2 pentagram movers are solid instead of non-solid? (colliding them feels weird since they're just decoration, also when colliding them you hear spikegates sound in the distance O_o dunno why)
- no boss music?
- boss sprite is not visible online, same for campfire smoke (both fixable)
- no laugh sounds from boss online (not sure how to fix that one)
- it's possible to touch the button that unlocks the end without touching the actual trigger (button itself does nothing). You should either have the trigger activate the button, or remove the trigger and set the event on the button. Personally I would choose the latter, for all 3 buttons of your map.
- typo on message: "HOPE YOU LIKED YOU MAP. REGARDS TERRANIUX"
- a player pushed by a monster rocket at the minigun location can reach the final area and call the boss at the beginning of the map. Fixable by using the "finalgate" event to activate the "endoftimes" and "SECRETEND" triggers.
- overall, maybe a punchier music would match better with the intense action

2 more general remarks:

- even though players will get used to it, I think the super secret (redeemer+esr) needs some kind of clue to make it expectable.
I briefly considered the "secret opened" error on other secrets a good occasion to turn these secrets into a counter for the super secret, but then by the time it's complete you don't need the deemer anymore. Sad
Same thing for collecting pumpkins around the map.
I think the current moment the deemer is unlocked is perfect (boom pupaes & skaarjs), it just needs that clue, and I  don't really have an idea at the moment. :\
- I made a custom monster class to use as boss sprite, to have it visible on radar, display health, and be potentially killable. Already tested online, it's working fine. Let me know if you're interested. :Zwinker:
  Topic: New here but old on UT
Cyberia-Mix

Replies: 10
Views: 3897
PostForum: Introduce Yourself   Posted: Mon Mar 02, 2020 7:31 pm   Subject: Re: New here but old on UT
You played UT from '99 and your age is 22? Bottle-feeding? Razz

Welcome!  beer
  Topic: New maps on Main(and other) dU.servers
Cyberia-Mix

Replies: 7
Views: 4918
PostForum: UT99 MonsterHunt Main Server   Posted: Fri Feb 21, 2020 8:26 am   Subject: Re: New maps on Main(and other) dU.servers
Played AD2 too, great improvement from previous version, and good to go for severs. Full comment in PM. ;)

Edit: Mesosphertic and PartyCrashers are now on the Mapping server.
  Topic: AD2, MH-PartyCrashers and MH-Mesopheric
Cyberia-Mix

Replies: 18
Views: 5547
PostForum: UT99 MonsterHunt Mapping Server   Posted: Tue Feb 18, 2020 3:39 am   Subject: Re: New maps on Main(and other) dU.servers
Thanks Terra, MH-AfterDark2[final2] is now up on Mapping Arrow
(Calling maps Final is always dangerous Laughing)

The secrets give me headeaches in this map, I hope the new ones are less confusing :P

Exclamation Careful, HarmonicByTerraniux.umx is missing from the archive. Had to pick it from cache/server files to run the map offline.


Waiting for your next map links :Zwinker:
  Topic: Operation Na Pali map 28 server bug
Cyberia-Mix

Replies: 12
Views: 4459
PostForum: UT99 Coop   Posted: Tue Feb 18, 2020 2:17 am   Subject: Re: Operation Na Pali map 28 server bug
Yay, thank you! Very Happy1
This seems to be the original credits.utx file when the game came out. Mine has additional data about Rocket Arena and ChaosUT.

I can now play ONP Map 28, I don't remember any of it so I guess it's the first time I'm actually able to play it. Razz Thanks again!
  Topic: Operation Na Pali map 28 server bug
Cyberia-Mix

Replies: 12
Views: 4459
PostForum: UT99 Coop   Posted: Sun Feb 16, 2020 11:13 pm   Subject: Re: Operation Na Pali map 28 server bug
Then I suppose the file on Main is not used in any map, since I don't get mismatches there. :/
Could you share the file here please? This way we can save ours and use this one as replacement for when we join the coop server. Thanks.
  Topic: AD2, MH-PartyCrashers and MH-Mesopheric
Cyberia-Mix

Replies: 18
Views: 5547
PostForum: UT99 MonsterHunt Mapping Server   Posted: Sun Feb 16, 2020 8:52 pm   Subject: Re: New maps on Main(and other) dU.servers
Terraniux wrote (View Post):
Any chance for my UT99.org contest entries maps from  me as well? MH-PartyCrashers and MH-Mesopheric?

Also the latest AD2 is main server ready.  A new map is also in progress by me, which I introduce later.
 

Yeah just post or send me links to latest versions for upload on Mapping.

I played PartyCrashers a while ago. I remember you can break the map by jumping over the walls with enemy rockets or something, and i'm not sure you can easily fix it without massive editing.
Also if I remember correctly the end boss was invisible on radar, and I would like to fix that.
Also heavy lag due to fog, though I saw another version that removed it?

Mesospheric I saw on another server, interesting looks. Wink

AfterDark2[final] on Mapping has 2 unspawned monsters, and a very slow Krall factory that makes you wait and wait for map clearing. Would be nice to have these fixed.
Is "AD2updated final" a newer version?
  Topic: Operation Na Pali map 28 server bug
Cyberia-Mix

Replies: 12
Views: 4459
PostForum: UT99 Coop   Posted: Sun Feb 16, 2020 7:17 pm   Subject: Re: Operation Na Pali map 28 server bug
It was me, and it's still me again lol. The credits.utx file has not been changed it seems.
  Topic: Setting FOG in UT.ini
Cyberia-Mix

Replies: 2
Views: 2342
PostForum: General Discussion   Posted: Sun Feb 16, 2020 5:03 pm   Subject: Re: Setting FOG in UT.ini
I'm bumping this topic for players to properly enjoy THUNDERBOLT's Ragnar map, because I see some are a little lost without the fog.  Razz

Find UnrealTournament.ini in your UnrealTournament\System folder, and edit the line like on THUNDERBOLT's image.

Make sure the line you're changing corresponds to the video render device you're using, which is shown at the beginning of the file in [Engine.Engine] section.
Example:
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This shows your game renderer is OpenGL. In this case, look for the file section named [OpenGLDrv.OpenGLRenderDevice], and change VolumetricLighting=True in this section.
You can also simply change all of them. :P


You can also do this directly from the game if you want to see the results immediately.

In game console, type preferences (like
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or
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, it's the same thing).
A window pops up next to your game:
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Text will be different if your game's language is not english, but it works the same.

Open Rendering, then open the line corresponding to your video renderer device, and set VolumetricLighting to True.
You can now enjoy the pretty fog.  Cool

It should work even if you're using the default video driver / renderer device (SoftDrv.SoftwareRenderDevice).
Example:

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  Topic: New maps on Main(and other) dU.servers
Cyberia-Mix

Replies: 7
Views: 4918
PostForum: UT99 MonsterHunt Main Server   Posted: Fri Feb 07, 2020 11:52 pm   Subject: Re: New maps on Main(and other) dU.servers
Thans Wolfi! Very Happy1
All 3 maps seem to work fine so far.

There will be more maps to come, we're working on it Arrow
  Topic: Deleteme
Cyberia-Mix

Replies: 1
Views: 1116
PostForum: General Server Chat or Problems   Posted: Fri Feb 07, 2020 9:23 pm   Subject: Re: Please fix the chatlogs?
Yeah would be nice to have them fixed.  Idea
 
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