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-=]UM[=-Zac's Maps
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UT Name: moobs
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PostPosted: Sat Apr 21, 2012 6:36 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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played some map, it wont end, and music was terribly fcked by someone attempting to make it louder .. good fun on mapping or crazy
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UT Name: FAZI UT Since: 2002 Gender: Gender:Male
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PostPosted: Sat Apr 21, 2012 6:42 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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I respect you for the work but your maps which are on mapping are tragic


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sat Apr 21, 2012 8:13 pm
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im trying to get them to work!!!!just calm down plz intimidating me


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sat Apr 21, 2012 8:26 pm
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Heres the fixed version: i messed up on an option and set the collision to 0 i think, i dont remember exactly but it works now.
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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sat Apr 21, 2012 8:33 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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MH-UM-EgiptionX1 fixed too, had the same prob i think. i change the "hidden" to false in advanced soo i think that did someting so i set it to default, and changed the collision. i did the same to BreakinOut. if theres a problem like the health of the monsters,or something small tell me. thanx!
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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sat Apr 21, 2012 10:59 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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Heey, Very Happy1 im almost done with MH-UM-DjOrinoco!! hope he/you like it! its the MH version of his favorite map DM-!!{BK}Bowling.


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sat Apr 21, 2012 11:33 pm
PostPost subject:Complicity Re: -=]UM[=-Zac's Maps
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MH-UM-BlueTown. ive been working on it for about 4 days. looking pretty good after a few months without mapping :/ thats why maps are kinda bad + im lazy Razz sooo heres the pics after a few minutes after mapping. i accidentaly put the starting pic on the mapping topic though, :\ sooo check that out i poined some stuff out and soo yeah check it out :Zwinker:


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sun Apr 22, 2012 2:33 am
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Almost done, just need a few more clips and ships here and there but its lookin good Very Happy1


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Sun Apr 22, 2012 4:23 am
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MH-UM-DjOrinoco. made for DJ
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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Mon Apr 23, 2012 3:46 am
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MH-UM-BlueTown. it works! it ends! it can be played! its awesome. here:
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PostPosted: Tue Apr 24, 2012 9:33 am
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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Zac when you port existing maps to MH don't erase the original authors' names...
The map's name shouldn't be changed either.

I'm not going to upload the Bowling map in this state.
If you have other maps that are ported from existing ones I want to know too.

Other than that:

> BreakinOut1 plays fine.

> EgyptianX still doesn't end. Your MonsterEnd's InitialState must be on OtherTriggerTurnsOn or it will stay off.
Also imo, the pupae factory is unnecessary (they even jump into water, which makes them terribly long to kill), and the skaarjs are too many and have too much HP. It's impossible to survive down there. Either you remove like half of the skaarjs, or you only remove some but halve the health of the others.

> On BlueTown, since there's no multi jump on dU players can't get the boots and walk on the rooftops. So they can't get the deemer and they miss a few monsters.
Imo the monsters factories are unneccessary too. It's fine for a small map to end fast. Just having more things to kill doesn't automatically make it better.
The beginning is also very hard because of all the monsters, especially the dark snipers. If you're careful you can avoid startling all of them at the same time, but in a normal game on Main (multiple players, always someone new to the map, noobs who never understand how to play etc.) it will be a slaughter. So imo remove the factories, and remove like 1/3 of the dark snipers around spawn.
The map can also be ended before the monsters are dead (bosses included).

In the stairs before the behemoths, a wooden beam sticks out from the wall on the left because it's too long.
The map looks simple but good. The water is a cool idea, maybe it could get some more monsters than just pupaes, like some kralls.
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PostPosted: Tue Apr 24, 2012 3:43 pm
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thanks, just that i used to the UM server, which what ive playing on for 2 years soo thanks for the tips Smile


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UT Name: -=]UM[=-Zac UT Since: 2005
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PostPosted: Tue Apr 24, 2012 4:05 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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BlueTown fixed up:  
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EgyptianX fixed up:
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UM server, 1200 is just for like pupae literally, but on the dU you dont have all the weapons soo thats a advantage loss, so i need to get used to the dU stuff sorry for all the fixes and stuff.


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PostPosted: Sun Apr 29, 2012 10:38 am
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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Alright, I played your updates.

First, thank you for listening to my advice, and also for restoring the authors' names (and with that, Aalexanderrr is known in MH since he made USSR-Volkov).

> About BlueTown:

It's much better now. No more spawnkilling and no more monsters out of reach. Thanks for removing the brutes at spawn.
You didn't have to remove all the snipers however. I think the normal ones in the houses were nice (especially since they can't get out, so they're less dangerous), and you could let 3-4 black ones around start. Skaarj snipers are not so common in MH so it's a nice change, and the black ones are kinda unique looking with that, which is another good point.
Sliths in the water are cool too. I think there are too many spawning, which unneccesarily slows the game down, but that's your call. 30 pupaes and 20 sliths instead of 50 + 50 is fine imo, you get some action but you don't start camping.
Thanks for fixing the wooden beam. Smile
The boss has a funny name, original at least. Razz Your updates naming scheme is funny and original as well, albeit confusing if you don't know the order.
The monsters' health is nice, even the boss. Would have been perfect imo if the tentacles at start had 900 like the others instead of 2700, but it's still very well balanced overall. Cool for a short and fast map like the original ones in MH (Canyon, Forbidden, NaliVillage][). Not too spammy either.

The end is still buggy, because the trigger is already active before the titan dies. You need to try your maps offline before you post them. These things are easy to check.
The water pool near start has no water. But that's funny so why not. Razz
Players still can't get the boots but since it's not needed anymore it doesn't matter. Your call too. I think it's better without the boots because you can't rush or lame with the deemer (your map doesn't need one).
You have updated ZacPack.utx. It's important that you warn about these things because people won't know which one is the latest version, the one they should keep when they get a mismatch. That said, since it's a small pack, and being updated, you should really keep that stuff in MyLevel rather than using a separate package.

Overall a cool and fast map nice for team records attempts. And good looking. I like it. :)

So, what you absolutely need to do is fixing the end (just making the MonsterEnd bInitiallyActive false), and importing your ZacPack textures into MyLevel so that the map doesn't need this package anymore. If you think you're going to change this package again, you may as well drop it from all your maps and MyLevel the contents for all of them.
The rest are worthwhile pluses, but mostly your preference.


> About EgyptianX:

Skaarjs are much better. I think this way is nice now.
Kralls are better too though  that wasn't needed.
Pupaes are still a pain, especially on games with 1-2 players. If you really have to keep the factory, at least keep the spawnpoints before the lake so they won't waste players' time by jumping into it.

The end works, however, unlike BlueTown it triggers immediately at the boss' death. On other servers it's ok, but on dU you CAN consider this as a problem.
dUMH has a monster clear bonus system, that boosts the team score when a map has 0 monsters left. But it only updates every 1 sec or something. So if the map ends upon death of a monster, that monster won't be counted down, and players won't get the clear bonus.
There are many maps where clear bonus doesn't work either so it's not really an issue. It's just a plus to make the game more interesting.
So if you are interested in making clear bonus to work in your map, either you do like in BlueTown, i.e. reduce the collision radius of the end trigger (it doesn't have to be visible if you can put it on a spot that players will be able to identify, like the sarcophagus), or you use a dispatcher to give a delay of a few secs between the boss' death and the end.

The same thing applies to BreakinOut where clear bonus doesn't work either atm.
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PostPosted: Sun Apr 29, 2012 5:09 pm
PostPost subject:No icon Re: -=]UM[=-Zac's Maps
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EgyptianX didn't end for me?
IMO the skaarjs with 1k health could be reduced (but well I played alone).
Rest is cool, just less pupae's spawning would be appericiated.

BlueTown was like Demona said pretty cool, easy to solo alone but also enough monsters for the main.
You should only make the ''made by Zac'' message triggeronceonly, since players will continiously walk over it on the main.

SO overall good job.
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