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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Sun Dec 12, 2010 10:46 pm
Post subject: Grave of the Machine |
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This Liandri Facility has fallen to ruin over the decades. But now Liandri have decided that they want to start using it again. The majority of the creatures  hat have infested it should be easy to clear with a LNF-12 Nuclear Flare, however, two massive biosigns are present. Eliminate these 2 creatures and then proceed to the Evac Teleporter to await further instruction.
Build Time: Roughly 2 weeks, Including Beta Testing and final bug fixing
Much thanks to Nelsona for testing this on her server and putting up with each time I "Bug Fixed" adding/replacing an entire section of the map :P
v--{Screenage}--v
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Mon Dec 13, 2010 9:27 am
Post subject: Re: Grave of the Machine |
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(1st post Updated, forgot a texture package in the original upload)
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SGTFrAnKo 
UT Name: SGTFranko UT Since: 2007 Gender:  Joined: Nov 29, 2010 Posts: 119
Reputation: 47   Status: Offline




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Posted: Tue Dec 14, 2010 8:12 pm
Post subject: Re: Grave of the Machine |
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Lol mate! your map project is finally done ^^
Ofc..mine still in progress...i need much help...at least hyperion is in beta testing ^^
anyways i need at least 1 mapper,coder and someone to make textures or skins
The map is divided in floors..floor 1 and 2 are ready and the boss too(1 of 9) ^^ |
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Terraniux 
UT Name: Terraniux UT Since: 1999 Joined: Jul 25, 2010 Posts: 1162
Reputation: 415.6   votes: 14 Status: Offline




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Posted: Tue Dec 14, 2010 8:17 pm
Post subject: Re: Grave of the Machine |
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SGTFrAnKo wrote (View Post): | Lol mate! your map project is finally done ^^
Ofc..mine still in progress...i need much help...at least hyperion is in beta testing ^^
anyways i need at least 1 mapper,coder and someone to make textures or skins
The map is divided in floors..floor 1 and 2 are ready and the boss too(1 of 9) ^^ |
Make an special topic about your project, attracts more persons I think  |
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SGTFrAnKo 
UT Name: SGTFranko UT Since: 2007 Gender:  Joined: Nov 29, 2010 Posts: 119
Reputation: 47   Status: Offline




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Posted: Tue Dec 14, 2010 8:22 pm
Post subject: Re: Grave of the Machine |
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Mhm...gud idea Terraniux..but is only a beta for now...IDK if i will release the map.. i have probs with my scripted males(Spec Ops Soldiers)
^^ maybe i can get some help from here  |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Wed Dec 15, 2010 9:42 pm
Post subject: Re: Grave of the Machine |
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I can do a little coding, not much. I HIGHLY recommend AGAINST using XidiaMPack content
Quote: | Xidia isn't a buggy mod, it's just MH mappers putting things where they don't belong XidiaMPack was from the Xidia and Seven Bullets packs by Team Red Nemesis, but a lot of their stuff was ripped by MH Mappers for MP maps, which is why it's buggy, its like if you put a CTF flag or a DOM Control point in MH-they don't work right, because they don't belong. The Pulsegun does more than jus bounce off walls, it also fixes the bug where Skaarjtroopers with the pulsegun have the pulsegun beam "fly off" and the start isn't attatched to the gun (Most people don't even notice this) a lot of SP stuff is ripped by MH mappers (Often without authors knowledge) |
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SGTFrAnKo 
UT Name: SGTFranko UT Since: 2007 Gender:  Joined: Nov 29, 2010 Posts: 119
Reputation: 47   Status: Offline




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Posted: Thu Dec 16, 2010 12:02 am
Post subject: Re: Grave of the Machine |
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[quote="Zacman_the_damned";p="1252"]I can do a little coding, not much. I HIGHLY recommend AGAINST using XidiaMPack content
i can do a little of coding...maybe u can help ^^  |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Thu Dec 16, 2010 1:03 pm
Post subject: Re: Grave of the Machine |
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Sure, but llike I said, only a little, Don't expect ZOMGWOW stuff, and remember, a LOT of the time with monsters, Scripted SEQUENCES can do just as Holy shit awesome stuff as custom code, a lot easier. (Scripted Sequence!=Scripting, have a look here, especially , you may find some stuff you can do you never thought of before ) SS's aren't used that much by MH mappers, which kinda sucks since there is a SHITLOAD you can do. Look at the Titan in Grave of the machine, no custom code, but it can cause the cover to move, it can lock you underwater and drown you, it can spawn sliths and Krall, and there are INFINITE possibilities, that no-one touches and everyone goes "I want the titan to cause splosions, I need a coder baaaah T_T" when that can be done without any custom code so don't go looking for custom code that needs to be tested to death from the get go, see what you can do with what you've got first.
The tutorials linked are intended for SP, but Monsters are the same no matter where they come from, so it applies still =P
[quote='Waffnuffly"]Let's face it. Too many maps now have their pawns placed with just Right Click >> Add [Monster] Here procedures. There are better ways to give your maps more dynamic combat[/quote]
I did this in Grave of the Machine, if you have a look in the editor, up the top of the Titan Shaft, the Krall and Skaarj appear in Completely Different locations each time. They're set to appear in random locations. I'm not assuming you're a n00b! Even some of the MH mappers who make holy crap amazing maps don't bother with this (Which is quite sad)
IDK, I guess Im just sick of generic maps with Dysfunctional queens and 60-foot ZOMFG 52934683478963504058973689673956876 HP andn 58932923465948369038 Damage Pupae (Sorry if I sound prickish with this mini-rant, I don't mean to) |
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SGTFrAnKo 
UT Name: SGTFranko UT Since: 2007 Gender:  Joined: Nov 29, 2010 Posts: 119
Reputation: 47   Status: Offline




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Posted: Thu Dec 16, 2010 3:03 pm
Post subject: Re: Grave of the Machine |
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Mate...im decided to make the most ever coolish map on UT,,,well with cool only..is gud..ROFL
The only ZOMFG thing i have is the last boss of the map...the "SGT ADN Based Skaarj" Different texture..looks like zan but the face is in other place...lol it can throw grenades,around 30.000 of health,deploy deemers when is hit much times,can spawn slime under you(in the floor)
it was hard to make and unfortunately IDK for wat..the scripts worked 1 time perfectly but the 2nd...no existence of them.
And make u a idea of wat i kno of mapping(entire(coding..etc) ) u saw the last boss scripts.. and i can make scritped males but i cant put a texture or skin corretcly..wat tht means? i put a skin but is wrong..like the face of zan in the ass of a warlord??? ROFL
And yeah..if i want a cooler map i will need help,hyperion have coolish and great ideas,i already recruit her to test the beta and add somethings i want and she can put the ideas we talk,Terraniux well...is mapper and kno some..we talk of the map too here in forums and few days ago in UT,
You..kno some of coding and mapping u can help too..
And INFINITY of people can help if want!
Well..wrong..Zakar is a plague  |
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DELETED 
UT Name: K.A.A.L. Joined: Oct 16, 2010 Age: 46 Posts: 315
Reputation: 61.3   votes: 2 Status: Offline




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Posted: Thu Dec 16, 2010 5:40 pm
Post subject: Re: Grave of the Machine |
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Zacman_the_damned wrote (View Post): | I can do a little coding, not much. I HIGHLY recommend AGAINST using XidiaMPack content | [/quote]
Well i must admit that I didnt checkout the possibilities of the pack
but I saw that it placed original UT bots in maps which dont respawn after death.
As I found out if you do this by placing a UT pawn Bot it will respwawn immediately. |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Thu Dec 16, 2010 6:39 pm
Post subject: Re: Grave of the Machine |
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Use this. It's from my mod, Fury of the Reavers, code that Zora originally wrote for Unreal. This one can even pick up weapons and crap like the standard UT bots The Xidia Bots themselves aren't a problem, HOWEVER other stuff in the pack IS since it wasn't made for MH, it was made for SP and Coop.
Code: | //=============================================================================
// OldReaverSP.
// Gold Reaver for SP Games to stop Ghost Footsteps
//=============================================================================
class OldReaverSP expands TMale2Bot;
// Just stick from here down in your Bot Subclass
function HidePlayer()
{
Destroy();
}
function InitPlayerReplicationInfo()
{
if (PlayerReplicationInfo.PlayerName == "")
PlayerReplicationInfo.PlayerName = MenuName;
}
//=============================================================================
// CRedits go to Zora for letting me use this in teh mod
//=============================================================================
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DELETED 
UT Name: K.A.A.L. Joined: Oct 16, 2010 Age: 46 Posts: 315
Reputation: 61.3   votes: 2 Status: Offline




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Posted: Thu Dec 16, 2010 7:25 pm
Post subject: Re: Grave of the Machine |
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?? - Is this possible for the AQueen bot??
And if so how or where exactly can i paste the code text?
Is it also possible to use the bot as trigger then like boss>>monsterend door? |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Fri Dec 17, 2010 6:48 am
Post subject: Re: Grave of the Machine |
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Just subclass the bot in UnrealEd, and paste all of the code from the slashes down to the bot. Just a quick bit of advice, though, these bots will be just like UT bots but won't respawn... So they WILL hunt you down thru thej map and make sure they can't get to the Monsterend or they'll go hit it  |
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DELETED 
UT Name: K.A.A.L. Joined: Oct 16, 2010 Age: 46 Posts: 315
Reputation: 61.3   votes: 2 Status: Offline




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Posted: Sat Dec 18, 2010 3:15 pm
Post subject: UED tutorial request |
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Thanks! I see you have abit experience in scripty so I want to beg you
to write a short tutorial about making a new ufile with a copied minigun for editing.
I would like to add sniperrifle sounds and bullets and increase scaling abit ... .
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Sat Dec 18, 2010 3:52 pm
Post subject: Re: UED tutorial request |
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Kaal979 wrote (View Post): | Thanks! I see you have abit experience in scripty so I want to beg you
to write a short tutorial about making a new ufile with a copied minigun for editing.
I would like to add sniperrifle sounds and bullets and increase scaling abit ... .
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I wouldn't be the one for that, Im not that good at scripting. The above script was written by Zora, a mapper/coder for Unreal, and she let me use it in my Fury of the Reavers mod. With weapons, Minigun and Sniper Rifle=ProcessTraceHit. ProcessTraceHit=I know nothing about  |
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BlackWolf 
dU.Staff

UT Name: dU.BlackWolf UT Since: 1999 Joined: Jul 20, 2010 Age: 55 Posts: 822 Location: Berlin Reputation: 352.2   votes: 5 Status: Offline




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Posted: Tue Feb 08, 2011 6:12 pm
Post subject: Re: Grave of the Machine |
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Upload on Mapping server for testing ;)
Wolfi |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Tue Feb 08, 2011 6:31 pm
Post subject: Re: Grave of the Machine |
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Cheers  |
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Zacman_the_damned 
UT Name: Zacman_The_Damned UT Since: 2006 Joined: Nov 13, 2010 Age: 31 Posts: 114 Location: Under your bed with a chainsaw :) Reputation: 62.5   votes: 1 Status: Offline




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Posted: Sun Feb 13, 2011 3:07 pm
Post subject: Re: Grave of the Machine |
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Grave of the Machine
[color=red]ENDFIX[/color]
After playing through on the Mapping Server with Fazi and Demona, I found some (more or less small) Bugs/Gameplay/visual issues, and so I repaired them along with a couple of other things some other people have reported.
Changelog:
EndFix:
-Fixed lighting in Piping pit that was the wrong colour
-Lit up the area leading to the Skaarj Bridges
-SHRUNK THE HELL out of the giant coronas
-Removed Axe that would sometimes make the queen get stuck and stop fighting
-Added flames to Lava in bridge area
-Added triggered deaths on top of Bridge tunnel thing and also on the bars of the SkaarjBridge to stop players getting stuck. Now you just die
-Fixed a Trap that was supposed to suck you up and kill you but instead slammed you against the ceiling at a million miles per hour and caused your vision to go crazy for about 2 minutes afterwards
Final:
-Removed a stupidly placed and totally random panel
-Bumped queens health up
-Re-aligned textures on Titan Balcony
-Set Skybox in Bridge area
Gamma:
-Fixed BSP mistake where Bridge support didn't meet center area
-Completely redid queen area, creating Clockwork Paradise
-Put redeemer back in Titan area
-Reduced enemy load around second shaft
-added some lighting in slith sewers
-Removed redundant Titan Manta spawner
Beta:
-Redid queen area completely
-Massive decrease of thing factory production
-Removed Redeemer from titan area
-Built Bridge Area
-Activated Slith and Krall spawners that were untagged in alpha
-added various decorative additions to Slith area
-Reduced ammo respawn time to 0.5
Alpha:
-=First Release=-
Cheers,
Zacman the Damned |
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