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  1. #1
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    Map (PC) BR-THOR_BOWL [RC1] [pics] [download]


    Name: BR-THOR_BOWL

    Compatibility: UnrealEd v2.1 - BombingRun mod v3.22




    od of war THOR organises his world famous competition, best known as "THOR BOWL".

    s usual, you'll have to sign the general discharge to gain access to playoffs.

    nscriptions are open ! The Grand Final which will see the EPIC confrontation between
    the two best "brain off" teams will take place at NoMansLand Stadium on Decembre 21, 2012.

    s most of you know, THOR is a great Hammer addict. You may have the chance to see
    some masterpieces from his own personal collection, during your spare time.



    Please Do disable "shoot to score" in the mod options.
    As the gameplay is inspired by american football, the ball is meant to be brought to the end lines.





    Changelog since Final 1.0:

    - Added RocketLauncher, Flak, Stinger, Sniper, Health, Armor
    - No more Dickheads vs Douchebags but VISITHORS vs WARRIORS
    - Provide cover spots on the field
    - New THOR BOWL (Trophy design)
    - New animated sky with modified stock textures and material
    - New sound design. Don't you dare shooting at the amplifiers !
    - More detailed surroundings (fog work)
    - Damage zones (world limits) gives less damage (15/sec), just as a warning.
    - lower gravity
    - Some general cleaning


    Changelog since beta 2.0:

    - UT3 won't crash at the end of the game anymore. I had to cook the map.
    - Add some custom tribunes and flags to match the CTF version
    - Modified pain and kill zones
    - Add a Post Process Volume around the whole map (bloom - desaturation)
    - Add an additional omni light to get rid of black areas
    - Sharper lightmaps
    - bigger playing and surrounding areas
    - some tuning...

    Changelog since beta 1.0:

    - Replaced the basic banners by other more detailed.
    It's not RED vs BLUES anymore but DICKHEADS vs DOUCHEBAGS.
    Please don't take it too personal ^^
    By the way I inverted the team sides for "artistic" reasons.
    Dickhead's side is now dry and shiny when Douchebag's is humid and obscure.
    - Got rid of the invisible walls.
    Now the gamezone is 1/3 bigger, allowing the player to visit the graveyard.
    Walls are replaced by a pain zone, followed by a killzone. (Thanks 1XTreme for the idea)
    The ball won't strangely bump back to the field after an awkward shoot anymore.
    Moreover the players can jump from the sides through the goal zone. Freestyle !
    You can try some (solo or coop) "alley oops" too (Hell yeah, it was supposed to be football...)
    - Developped advanced bot pathing thanks to UTBRPathNodes
    - Created MiniMap
    - Added a crater on one of the hills (planning to put another one on the field)
    - Added flags (from the "Capture the flag" package), with modified materials
    - More detailed terrain texture layouts
    - Fixed the skybox's ugly lookup issue
    - Digged some corner hills, so that the player can have a quick glimpse to the extended universe.
    - Added a second height fog at knee height
    - Hid the original ball base
    - Slightly bigger sun
    - Tomb materials have less glow and each tomb mesh (400) has been patiently oriented
    so that the graveyard seems less straight, more "natural", like abandonned..
    - Created custom audio commentaries. As I plan to add an animated THOR head in the sky,
    I already implemented some of his thought about game events.
    - Disabled voice announcements through Kismet



    Credits:


    - Thanks W@rHe@d for this wisely thought BombingRun mod and for great help provided on various forums.
    You can download the mod here

    - Thanks Epic for the impressive Unreal Editor.

    - Thanks everyone who helped on Epic's forum !

    - Special mention goes to 'NO GUTS NO GLORY' for this angry hXc soundtrack they let me add.
    Please check their myspace at www.myspace.com/nogutsnogloryhc





    .
    Last edited by molosev; 01-30-2011 at 10:23 AM. Reason: Final release

  2. #2
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    I've tested your map:

    1st test: As it is..... intense !
    2nd test: With my >Sledgehammer< (after changing you kismet) very intense !!

    But I think the map is a bit too small.
    If you look straight upwards, the skydome looks ugly.

    All in all: A fast paced BR-Map for a quick game
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  3. #3
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    Wow my first comment !!!

    You saved my day man

    I downloaded your sledgehammer, not tested yet but tomorrow.

    It took me a long time to choose the "perfect" scale for the field.
    It was bigger at the beginning, I got scared to end with a big empty map..
    But yeah, in the end, maybe a bit longer would be better !
    I'd really appreciate more comments on this one

    I haven't tested it for real 11vs11 people, this would be the real test, cuz bots really don't make it.
    I'll try to push AI further..

    I chose this skybox because of the sun which mached perfectly the kind of shadow I wanted in this map.
    Don't know how to fix this.

    Fast paced ! Yeah that's it
    Raw, brutal too

    Thanks for the comment !
    Last edited by molosev; 11-02-2009 at 02:59 PM.

  4. #4
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    Downloading....... bandwidth seems to be capped right now at around 20 KB / Sec, its going to take a while. I'll post again tomorrow hopefully.

    Molosev, my first suggestion is for you to use a free mediafire.com account as a secondary ((speedier)) mirror.

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    Quote Originally Posted by molosev View Post
    I downloaded your sledgehammer, not tested yet but tomorrow.
    Thanks for downloading, but I've seen you've load the wrong version ! Especially for use with your map I've changed it (can be used in pickupfactories and kismet). You should load v. 1.3 please !
    Quote Originally Posted by molosev View Post
    I chose this skybox because of the sun which mached perfectly the kind of shadow I wanted in this map.
    Don't know how to fix this.
    I've made a quick test with >skydome1<, scaled to 200, positioned, and it looks.... interesting. Than you have 2 suns
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  6. #6
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    Quote Originally Posted by 1XTreme View Post
    Downloading....... bandwidth seems to be capped right now at around 20 KB / Sec, its going to take a while. I'll post again tomorrow hopefully.

    Molosev, my first suggestion is for you to use a free mediafire.com account as a secondary ((speedier)) mirror.
    Good advice, I uploaded both on MediaFire and FileFront !
    Hope you'll get a better bandwidth

    I tried to register on the FileFront's UT network, but there's always a bug..
    And login dosen't work with my basic FileFront account..
    But I'll only need it for the final release

    Thanks

  7. #7
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    Quote Originally Posted by HO0815XX View Post
    Thanks for downloading, but I've seen you've load the wrong version ! Especially for use with your map I've changed it (can be used in pickupfactories and kismet). You should load v. 1.3 please !

    I've made a quick test with >skydome1<, scaled to 200, positioned, and it looks.... interesting. Than you have 2 suns

    Quote Originally Posted by HO0815XX View Post
    Thanks for downloading, but I've seen you've load the wrong version ! Especially for use with your map I've changed it (can be used in pickupfactories and kismet). You should load v. 1.3 please !

    I've made a quick test with >skydome1<, scaled to 200, positioned, and it looks.... interesting. Than you have 2 suns

    Ok I downloaded v1.3

    I tried it on Laambo-Purgatory, through the change weapon mutator.
    It's really a nice custom weapon, the green color is smart and original !
    I love how you can hit the ground and escape miles up !!!
    Makes me think of one of Sangoku's technique in DragonBall, when he throws energy to the ground to escape a dangerous attack !

    [EDIT]: I remember there was a mod about that for Quake3, "Bid for Power". Can find it here http://www.fileplanet.com/search.asp...=bid+for+power !

    I wasn't able to test it on THOR_BOWL cause I don't know which name to type in the Kismet's GiveInventory. Tried "SledgeHammer" and "SledgeHammer1.3" but it didn't worked.. What did you typed ?

    But yet I can see some difficulty about putting your SledgeHammer to the map. As I'd llike it to be quite of a ground game, if I allow the player to raise high in the air, I'll have to create more (exponential) surroundings..
    Besides There is a "dangerous" effect, when yout shoot at nothing, you're thrown back a lot ! Is it possible to release (unload) the Hammer's power ?

    Ok I think I found what to type, will try SledgeHammer.SledgeHammer


    I'll try some other skydomes, you're right it's ugly.
    Last edited by molosev; 11-03-2009 at 05:31 AM.

  8. #8
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    I noticed something strange concerning this map.
    In all other UT3 maps that I tried, when you respawn, you get the exact orientation that the LD gave to the spawnpoint.
    In THOR BOWL, you keep the orientation you had when you got fragged...

    http://forums.epicgames.com/showthread.php?t=703968

    Any ideas ?
    Last edited by molosev; 11-02-2009 at 03:03 PM.

  9. #9
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    Quote Originally Posted by molosev View Post
    Besides There is a "dangerous" effect, when yout shoot at nothing, you're thrown back a lot ! Is it possible to release (unload) the Hammer's power ?
    I have worked a bit about that.... For high hammerjumps you must now charge up (like impacthammer). The pushing/hammering-behaviour is the same as before. Note: The secondary firemode makes still instant-hammerjumps, I need that so You can find v. 1.4 on my ff-site.

    Quote Originally Posted by molosev View Post
    I noticed something strange concerning this map.
    In all other UT3 maps that I tried, when you respawn, you get the exact orientation that the LD gave to the spawnpoint.
    In THOR BOWL, you keep the orientation you had when you got fragged...
    Hmm... I haven't noticed it, is it only br-related ?
    I'll try to test it.....

    EDIT: I've tested now on your original map (with impacthammer).
    When I get killed, I respawn in the right direction (looking at blueside), only if the round ends, and I looking in the sky, then I hold my looking position. It's also br-relatd, but I think this isn't a noticeable issue.
    Last edited by HO0815XX; 11-02-2009 at 04:35 PM.
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  10. #10
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    Quote Originally Posted by HO0815XX View Post
    Hmm... I haven't noticed it, is it only br-related ?
    I'll try to test it.....

    EDIT: I've tested now on your original map (with impacthammer).
    When I get killed, I respawn in the right direction (looking at blueside), only if the round ends, and I looking in the sky, then I hold my looking position. It's also br-relatd, but I think this isn't a noticeable issue.
    Yes you're right, this only appends at the end of a round... Exactly when I want it to be straight

    Still can't test your SledgeHammer in the map, don't know how you did it !
    Last edited by molosev; 11-02-2009 at 05:13 PM.

  11. #11
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    Quote Originally Posted by molosev View Post
    Yes you're right, this only appends at the end of a round... Exactly when I want it to be straight
    If it's very important for you, report it to >Warhead2< and hope he can fix it.

    Quote Originally Posted by molosev View Post
    Still can't test your SledgeHammer in the map, don't know how you did it !
    Load your map in the editor, load the sledgehammer.u-file with gerneric/actor-browser, open kismet, in your giveinventory-node the sledgehammer should be in the weaponlist.
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  12. #12
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    Quote Originally Posted by molosev View Post
    Good advice, I uploaded both on MediaFire and FileFront !
    Hope you'll get a better bandwidth

    I tried to register on the FileFront's UT network, but there's always a bug..
    And login dosen't work with my basic FileFront account..
    But I'll only need it for the final release

    Thanks
    Good work, and thank you, be sure when you update different beta builds to update your mirrors as well.

    Couple of things real fast:

    1. I think you need to use a different skydome mesh for the sky, something isn't right on this one with the texture alignment.

    2. I think it might be a good idea for you to build this map for both BR and KBR, both are excellent, i personally prefer the KBR, i like the look and feel & UT2k4 feeling, as well as the custom ball launcher being the things that stand out the most for me. Get the map dialed in for the Relic-Br first of course and then consider creating the KBR version.

    3. Maybe consider making a >pain-zone< for going out of bounds on the left or right, maybe even a killzone or some other type of penalty.

    4. I think the terrain works, i understand what your saying with the flat ground being too much of the same thing, the only way the flat ground might work would be to build a virtual city / mountainscape or something surrounding the field.

    This map is sort of like the BR versoin of CTF-AndAction, very fast arena, the concept is good IMO.

  13. #13
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    Quote Originally Posted by HO0815XX View Post
    Load your map in the editor, load the sledgehammer.u-file with gerneric/actor-browser, open kismet, in your giveinventory-node the sledgehammer should be in the weaponlist.
    Ahah all right it works !

    Very funny weapon, kicking people like this makes me think of an old french comic called "Asterix & Obelix". The way they kick the roman butts !

    Excellent one man !

    Last edited by molosev; 11-03-2009 at 07:27 AM.

  14. #14
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    [QUOTE=1XTreme;26940675]Couple of things real fast:

    Quote Originally Posted by 1XTreme View Post
    1. I think you need to use a different skydome mesh for the sky, something isn't right on this one with the texture alignment.
    Yep HO0815XX mentioned this.

    Quote Originally Posted by 1XTreme View Post
    2. I think it might be a good idea for you to build this map for both BR and KBR, both are excellent, i personally prefer the KBR, i like the look and feel & UT2k4 feeling, as well as the custom ball launcher being the things that stand out the most for me. Get the map dialed in for the Relic-Br first of course and then consider creating the KBR version.
    I had to make a choice at first. The main reason why I chose BR-TR is the possibility to change the size of the goal, which is essential in my case.
    I read that KBR's philosophy is to get as close of UT2004 as possible. Keeps the original size of goals.
    Well I didn't play UT2004 a lot so I don't have this kind of nostalgia. I played UT2003 hardcore.
    I'll read more about KBR.

    Quote Originally Posted by 1XTreme View Post
    3. Maybe consider making a >pain-zone< for going out of bounds on the left or right, maybe even a killzone or some other type of penalty.
    Amazing idea ! This will help me to get rid of the frustrating invisible walls !
    At first, the graveyard was meant to play this role, as it is not easy to run through.
    But I soon realized that the players would see the blank outskirts of the map..
    I'll try to set up an exponential pain-zone, the further you go the faster you die
    Don't know how to do it yet.

    Quote Originally Posted by 1XTreme View Post
    4. I think the terrain works, i understand what your saying with the flat ground being too much of the same thing, the only way the flat ground might work would be to build a virtual city / mountainscape or something surrounding the field.
    I'm glad you like the terrain, cuz that's the main "actor" of the map

    Quote Originally Posted by 1XTreme View Post
    This map is sort of like the BR versoin of CTF-AndAction, very fast arena, the concept is good IMO.
    I see you're finishing CTF-AndAction!-Classic2K09 ! Don't know this map yet, waiting for your work !

    Thanks for the concept validation !
    Last edited by molosev; 11-03-2009 at 01:54 PM.

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    Quote Originally Posted by molosev View Post
    Ahah all right it works !

    Very funny weapon, kicking people like this makes me think of an old french comic called "Asterix & Obelix". The way they kick the roman butts !

    Excellent one man !

    Ha, ha, ha ! Funny ! I like all the Asterix-Movies
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

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    Hey dudes !

    Have a look at beta 2 !

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    This post is not a disguised "UP"

    I'd like to add the Capture the Flag gametype to this map.
    I hope to get more feedbacks with this trick

    Is it possible to create a same file for two gametypes ?

    Is it possible to add static meshs which will show only on certain gametypes ?
    Same with weapon pickups..

    Can I change the "MAP-MOD" icon of this thread to "MAP-CTF" ?

    Thanks !
    Last edited by molosev; 11-27-2009 at 10:02 AM.

  18. #18
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    Quote Originally Posted by molosev View Post
    This post is not a disguised "UP"

    I'd like to add the Capture the Flag gametype to this map.
    I hope to get more feedbacks with this trick
    First you should solve the gamecrash-issue at matchending....
    Code:
    ScriptLog: Bombing Run version 3.1 Author Mark Caldwell Aka W@rHe@d of The Reliquary http://www.relicsut.com.
    Log: Bringing up level for play took: 0.092551
    SeamlessTravel: >> GameInfo::HandleSeamlessTravelPlayer: UTBot_8
    SeamlessTravel: << GameInfo::HandleSeamlessTravelPlayer: UTBot_8
    SeamlessTravel: >> GameInfo::HandleSeamlessTravelPlayer: UTBot_7
    SeamlessTravel: << GameInfo::HandleSeamlessTravelPlayer: UTBot_7
    SeamlessTravel: >> GameInfo::HandleSeamlessTravelPlayer: UTBot_6
    SeamlessTravel: << GameInfo::HandleSeamlessTravelPlayer: UTBot_6
    SeamlessTravel: >> GameInfo::HandleSeamlessTravelPlayer: UTPlayerController_2
    ScriptLog: UTPlayerController::OnReadProfileSettingsComplete() - bWasSuccessful: True, ControllerId: 0
    ScriptLog: UTPlayerController::ClientSetOnlineStatus() - Setting online status for ControllerId: 0
    SeamlessTravel: << GameInfo::HandleSeamlessTravelPlayer: UTPlayerController_2
    ScriptLog: Retrieving Profile Settings for UI PlayerIndex 0
    ScriptLog: UTPlayerController::LoadCharacterFromProfile() - Loaded character data from profile.
    Log: AUTPlayerController::GetPlayerCustomCharData() - Loaded custom character data from profile (ControllerId: 0).
    Log: Changing subtitle setting, new value: 0
    ScriptLog: UTPlayerController - Setting netspeed to 15000
    Critical: appError called:
    Critical: Assertion failed: AttachedAr [File:.\Src\UnBulkData.cpp] [Line: 992]
    Attempted to load bulk data without an attached archive. Most likely the bulk data was loaded twice on console, which is not supported
    Stack: 
    Critical: Windows GetLastError: Nur ein Teil der ReadProcessMemory- oder WriteProcessMemory-Anforderung wurde abgeschlossen. (299)
    Log: === Critical error: ===
    Assertion failed: AttachedAr [File:.\Src\UnBulkData.cpp] [Line: 992]
    Attempted to load bulk data without an attached archive. Most likely the bulk data was loaded twice on console, which is not supported
    Stack: 
    
    RaiseException() Address = 0x7c812aeb (filename not found) 
    CxxThrowException() Address = 0x78158e89 (filename not found) 
    Address = 0xbb4f92   (filename not found) 
    Address = 0xe8781b4c (filename not found)
    ..... but I don't know what this mean !

    Quote Originally Posted by molosev View Post
    Is it possible to create a same file for two gametypes ?
    I think: NO !
    Quote Originally Posted by molosev View Post
    Is it possible to add static meshs which will show only on certain gametypes ?
    Same with weapon pickups..
    Maybe, with kismet ?

    Your DefensePoints are useless without selected gameobjective
    Code:
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_11 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_11 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_2 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_2 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_3 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_3 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_4 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_4 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_5 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_5 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_0 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_0 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_10 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_10 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_7 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_7 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_14 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_14 has no DefendedObjective!
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_1 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_1 has no DefendedObjective!
    About that all, your map-improvements are good (Skydome etc.) !
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  19. #19
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    Hi HO0815XX,

    Good to have you back

    Quote Originally Posted by HO0815XX View Post
    First you should solve the gamecrash-issue at matchending......... but I don't know what this mean !
    Thanks for publishing the log, I don't know what this means too, but maybe someone !
    By the way, how do you access the log ?
    Yep I know it's crucial to fix this error, but I got it since the beginning, this is maybe BR related, because it's forbidden to cook the map.. But I don't think so.

    Quote Originally Posted by HO0815XX View Post
    I think: NO !
    I really think that it's possible to have several gametypes on one map because I can create a gametype list in the world properties ! Maybe I have to change the map name to BR-CTF-THOR_BOWL.ut3 or something like that...
    Aren't there Epic official maps that supports many gametypes ?

    Quote Originally Posted by HO0815XX View Post
    Your DefensePoints are useless without selected gameobjective
    Code:
    ScriptWarning: UTDefensePoint BR-THOR_BOWL_beta2.TheWorld:PersistentLevel.UTDefensePoint_11 (Function UTGame.UTDefensePoint:PreBeginPlay:0033) UTDefensePoint_11 has no DefendedObjective!
    ScriptWarning: UTDefensePoint
    He he Defense points have no targets :/ I'm so stupid, you got the right eye man ! Very helpful remark !

    Quote Originally Posted by HO0815XX View Post
    About that all, your map-improvements are good (Skydome etc.) !
    I'm glad you like the improvements !

    I think I found how to change the "MAP-MOD" icon, just have to "go advanced" in the Edit post options.
    Do that if I have to.

    Are you working on your own project right now ? Have a thread ? Maybe I can help you as a beta tester ! Don't hesitate !

    See ya
    Last edited by molosev; 11-28-2009 at 08:56 AM.

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    Hi molosev !

    Quote Originally Posted by molosev View Post
    By the way, how do you access the log ?
    I'm still using -nohomedir, and my logfiles are stored here: e:\Unreal Tournament 3\UTGame\Logs\
    For >normal< users it should be: c:\Dokumente und Einstellungen\HO0815XX\Eigene Dateien\My Games\Unreal Tournament 3\UTGame\Logs\
    Quote Originally Posted by molosev View Post
    I really think that it's possible to have several gametypes on one map because I can create a gametype list in the world properties ! Maybe I have to change the map name to BR-CTF-THOR_BOWL.ut3 or something like that...
    I think with a >Multi-Gametype-Map< you produce many issues:
    1. The game recognizes and shows the maps about his prefixes (CTF/DM etc.) !
    2. If you call them CTF-BR-xxx you can play CTF, and all users of your map must have BR installed. And what will you do, if you wish to play BR with it ? Rename ? I think, this will causing gamecrashes.
    The easiest way is, make simply 2 versions
    Quote Originally Posted by molosev View Post
    Aren't there Epic official maps that supports many gametypes ?
    I never heard about that.
    Quote Originally Posted by molosev View Post
    Are you working on your own project right now ? Have a thread ? Maybe I can help you as a beta tester ! Don't hesitate !
    In this case I haven't a new project. The last week(s) I've improved the materials on several of my maps. I have to update the thread(s). Mainly the thread of CTF-DiamondSword2K9. The actual version is now CTF-DiamondSword2K9SE
    Look in my sig, there is a BR-version too

    Greetz
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  21. #21
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    hi molosev

    after reinstalling BR i have try your map ; i m not a big fan of BR gametype because i prefer to fight than to run but here...

    ..héhé... i like the fast gameplay of this "short" arena but it had be more fun imo to have a smallest "target"(but) here i have note that it s easy to send the ball from one side to the other and as u dont really have to aim with acuracy it s quite too easy to score

    it can be really interressant to have a ctf version of this map, it could be simple and efficient gameplay
    you know a lot of players dont play BR and even if it s a nice gametype ; CTF is more played and if u want to make justice to your work it s a good way to have a version on a more popular gametype

    visually your terrain is awesome and all thoses tombs all around gives to the map a very unique athmosphere

    some suggestions:

    - i think u missed a nice opportunity to not try to get cutted shadows from thoses tombs on the terrain...could be a real "+" to the visuals and more reallistic

    -as previously mentionned it s a good idea to have a "hurting volume" instead of an invisible wall but imho a lot of players will still asking them why the hell they are hurt while walking in the grass...perhaps u can try to add some lethal fog on the tombs ( a subbtle one of course to not hide anything) and materialise it with some postprocess according to the color of the fog...
    i saw u have add some subtle heightfog in the "holes" of the terrain; i was thinking to something similar on the tombs...and why not making thoses "holes with fog" in the terrain hurting players too (not so badly but just to accord to the other foggy places) and to make the map less "uniform"

    - i m never comfortable when i m hurt or killed by invisible things...a fog is probably not the best idea but imo it can be a decent reason to explain damages on health: a putrid contamined fog

    -the music is nice to my ears but i bet that it will not be the case for everyone...
    it s always better to set it so players can shut it off or /and set the volume; here we cant as it s not set on the right musicgroup

    it s a very pleasant map u ve done and it have the potential to be one of the more fast and furious action CTF/BR arena

    thx for your work, i ll keep an eye here to grab the next one
    Last edited by Bl!tz~; 11-29-2009 at 06:07 PM.
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  22. #22
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    Hey Bl!tz~ !

    Glad you liked it ! Here are some precisions in order for you and others to have a better THOR BOWL experience.

    Quote Originally Posted by Bl!tz~ View Post
    ..héhé... i like the fast gameplay of this "short" arena but it had be more fun imo to have a smallest "target"(but) here i have note that it s easy to send the ball from one side to the other and as u dont really have to aim with acuracy it s quite too easy to score
    Hehe ! In fact one of the great features of the BR mod is the possibility to disable "shooting score". You can find this option on BR maps settings, just before to click "Start game". This way, scoring is a much more complex challenge (assuming an honorable bots skill level). You have to bring the ball to the goal zone.

    Quote Originally Posted by Bl!tz~ View Post
    it can be really interressant to have a ctf version of this map, it could be simple and efficient gameplay
    you know a lot of players dont play BR and even if it s a nice gametype ; CTF is more played and if u want to make justice to your work it s a good way to have a version on a more popular gametype
    Yep I think too. I'm working on this. Even if a CTF version wouldn't be as coherent as the original BR, I realized it is crucial if I want my map to be played on servers. It would greatly ease the diffusion of a map if it was possible to create a unique multi-gametypes map instead of "1 map = 1 gametype". With the possibility to show some additional meshs groups and game objectives only in the selected gametype. It is possible in "Radiant Editor"(Call of Duty), I really think this is something EPIC team should implement in the future.

    Quote Originally Posted by Bl!tz~ View Post
    visually your terrain is awesome and all thoses tombs all around gives to the map a very unique athmosphere
    Thanks, I spent a lot of time on tuning details. I created some custom meshs and textures, using 3dsMax, photoshop and zbrush. But good visuals are nothing without a good gameplay, I hope I found the right balance, or at least approached it.


    Quote Originally Posted by Bl!tz~ View Post
    - i think u missed a nice opportunity to not try to get cutted shadows from thoses tombs on the terrain...could be a real "+" to the visuals and more reallistic
    I'm still not confortable with meshs casting shoadows, I was able to get the tomb shadows by increasing the shadowmap resolution, but I got affraid with the map's file size, and the result wasn't so interesting. Maybe due to the low sun position. I'll try to work on that.

    Quote Originally Posted by Bl!tz~ View Post
    -as previously mentionned it s a good idea to have a "hurting volume" instead of an invisible wall but imho a lot of players will still asking them why the hell they are hurt while walking in the grass...perhaps u can try to add some lethal fog on the tombs ( a subbtle one of course to not hide anything) and materialise it with some postprocess according to the color of the fog...
    i saw u have add some subtle heightfog in the "holes" of the terrain; i was thinking to something similar on the tombs...and why not making thoses "holes with fog" in the terrain hurting players too (not so badly but just to accord to the other foggy places) and to make the map less "uniform"

    - i m never comfortable when i m hurt or killed by invisible things...a fog is probably not the best idea but imo it can be a decent reason to explain damages on health: a putrid contamined fog
    I understand your point. This is almost as irritating to me as invisible walls are. I don't know if you noticed, but I add some voice announcements which play each time you cross a pain zone. This voice is THOR's, I planed to put his head up in the sky. He is the ruler of the game, this is him who hurts you when you go too far. Random voice announcements are "No desertion", "Get your ass back on the field", "You live and die here", "Who do you think you are". With a minimum experience I think it's easy to see the limit as it is the fourth tombs row. Moreover you don't lose some much health until you hit the real killzone. I know the pain zone placement is a little awkward on both sides of the goal, but that was to prevent the player to see to much of the blank outside world.

    Quote Originally Posted by Bl!tz~ View Post
    -the music is nice to my ears but i bet that it will not be the case for everyone...
    it s always better to set it so players can shut it off or /and set the volume; here we cant as it s not set on the right musicgroup
    Great hardcore, This is some friend's work.
    Ok i'll have a look, didn't knew that. I'll probably find a tutorial.

    Quote Originally Posted by Bl!tz~ View Post
    it s a very pleasant map u ve done and it have the potential to be one of the more fast and furious action CTF/BR arena

    thx for your work, i ll keep an eye here to grab the next one
    Thx for your test and feedback, It's always hard to keep a fresh eye on your own work, good to have someone else's thoughts.

    So, now that you already reinstalled BR. Give it a second try !

    See ya !
    Last edited by molosev; 12-01-2009 at 03:40 PM.

  23. #23
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    Hello HO0815XX,

    Quote Originally Posted by HO0815XX View Post
    Hi molosev !
    I'm still using -nohomedir, and my logfiles are stored here: e:\Unreal Tournament 3\UTGame\Logs\
    For >normal< users it should be: c:\Dokumente und Einstellungen\HO0815XX\Eigene Dateien\My Games\Unreal Tournament 3\UTGame\Logs\
    Hehe I found the folder, but it's full of .dmp files, and I don't know what to do with it..
    Do you know a page where the basic errors are stored, explained, maybe a little tutorial about log dissection !

    Quote Originally Posted by HO0815XX View Post
    I think with a >Multi-Gametype-Map< you produce many issues:
    1. The game recognizes and shows the maps about his prefixes (CTF/DM etc.) !
    2. If you call them CTF-BR-xxx you can play CTF, and all users of your map must have BR installed. And what will you do, if you wish to play BR with it ? Rename ? I think, this will causing gamecrashes.
    The easiest way is, make simply 2 versions
    I never heard about that.
    I'll have to resign as I haven't find any topic about multi-gametypes maps..
    I have some plans about the CTF version, I'll start once BR is finished.

    Quote Originally Posted by HO0815XX View Post
    In this case I haven't a new project. The last week(s) I've improved the materials on several of my maps. I have to update the thread(s). Mainly the thread of CTF-DiamondSword2K9. The actual version is now CTF-DiamondSword2K9SE
    Look in my sig, there is a BR-version too

    Greetz
    I'm currently downloading your full production through your download page, I'll have a look then let you know some of my thoughts !

    You seem to master Unreal script, do you ?

    Thx for your help

  24. #24
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    Quote Originally Posted by molosev View Post
    Hello HO0815XX,



    Hehe I found the folder, but it's full of .dmp files, and I don't know what to do with it..
    Delete them !
    Quote Originally Posted by molosev View Post
    Do you know a page where the basic errors are stored, explained, maybe a little tutorial about log dissection !
    Sorry, no !

    Quote Originally Posted by molosev View Post
    I have some plans about the CTF version, I'll start once BR is finished.
    This sounds good

    Quote Originally Posted by molosev View Post
    I'm currently downloading your full production through your download page, I'll have a look then let you know some of my thoughts !
    Great !!

    Quote Originally Posted by molosev View Post
    You seem to master Unreal script, do you ?
    Sorry (again), I do a little scripting, a little mapping, but nothing of them perfect

    Greetz !
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  25. #25
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    the spawn orientation issue will be fixed in an upcoming version of BR. I also am adding the 'Captured' kismet event to ball base, fyi
    Feel the wrath of Intel Quad Core!
    Download the Reliquary's latest UT3 Bombing Run 3.22 and Map packs at http://www.mediafire.com/?qnzlpie41bmde

  26. #26
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    Great news !

    I'm sure these tiny changes will have major impacts on the gaming experience.
    I'm glad to hear that you keep on developing your BR !

    Thanks for letting me know.
    Last edited by molosev; 12-19-2009 at 11:04 AM.

  27. #27
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    Hi,

    I'm finally back after my graphic card broke up and now with a new ATI 5850 and Win7 quite working.

    In the meantime I learned some about Custom Weaponery and I'm happy I can now check in-game the ball and ball(launcher) I plan to use in a future BR Mutator.
    I find it quite good, I plan to add some weary areas and maybe a logo (leather pressed)

    Here are some WIP pics of the custom Ball and Ball(Launcher)








    I hope I'll get something to work, otherwise it'll remain a concept and that still wouldn't be so bad.

    Looking for comments !

    Cheers
    Last edited by molosev; 02-09-2010 at 09:29 PM.

  28. #28
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    good work !!!!!!!!
    UT3DOM 5.0 IS OUT http://ut3dom.xantaz.net/news.php
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    RANKIN is BACK in ut3
    AT LAST UT3 PS3 NOW HAVE COSTUM SOUND SWEET
    ps3 players all go too this site http://www.iamgaming.com/
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  29. #29
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    __________

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    Hi !

    I've just finished beta3.

    You can try CTF-THOR_BOWL which looks quite the same, if it's more convenient to you.
    And please leave a feedback !

    Enjoy

  31. #31
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    Yep this is not a nightmare !

    BR-THOR_BOWL is back from Final to Release Candidate.
    I radically changed the gameplay to include other weapons,
    ImpactHammer was great but for sure an obstacle to the map's efficient diffusion.
    There's now some cover on the field, I think it's much more enjoyable.
    I add it some features from the CTF version (custom meshs, textures, audios)

    I'm really looking for criticism on gameplay !
    Don't hesitate !
    Last edited by molosev; 03-29-2010 at 04:51 PM.

  32. #32
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    muy bueno!!
    good map!!
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    I recommend Malcolm for UT3: Click Here by The_Slaughter.
    I recomment DM-Hear of the mountain Click Here
    I recommend The Ball Click Here.

  33. #33
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    ________

    .

  34. #34
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    Mmmmm...

    The game freezes when up to 6 players (5 bots).
    Real pain in the @$*
    FPS rate dosen't seems to be the cause..

    Is this a common issue ?
    Easily solvable ?
    Last edited by molosev; 04-09-2010 at 02:35 AM.

  35. #35
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    Quote Originally Posted by molosev View Post
    The game freezes when up to 6 players (5 bots).
    Real pain in the @$*
    FPS rate dosen't seems to be the cause..

    Is this a common issue ?
    Yes! I've the same with 8 players (7 bots). The game freezes and I must turn off my pc with the power-switch.

    Quote Originally Posted by molosev View Post
    Easily solvable ?
    About this crash, I cannot find anything in the log file
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  36. #36
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    Quote Originally Posted by HO0815XX View Post
    Yes! I've the same with 8 players (7 bots). The game freezes and I must turn off my pc with the power-switch.
    I test my maps in window mode, this way it's easy to close the game when something goes wrong.

    Quote Originally Posted by HO0815XX View Post
    About this crash, I cannot find anything in the log file
    That's strange.. I could not find answers on the forum either..
    I'll try to delete stuffs, beginning with Kismet sequences, recook, and see if it works.. Then let you know.

  37. #37
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    Quote Originally Posted by molosev View Post
    I test my maps in window mode, this way it's easy to close the game when something goes wrong.
    Good idea!

    Quote Originally Posted by molosev View Post
    That's strange.. I could not find answers on the forum either..
    I'll try to delete stuffs, beginning with Kismet sequences, recook, and see if it works.. Then let you know.
    Shouldn't BR-maps not published uncooked?
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  38. #38
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    The freezing bug is fixed.
    I forgot to set a weapon type in two of the WeaponPickups.
    Download link is updated.

  39. #39
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    Yes! Works now fine with 29 bots! No crash. what I've noticed is, you have still >Visithors< instead of >Visitors< on your banner, but this is minor.
    My stuff reuploaded (most of them) to FileFront (again): http://www.filefront.com/user/HO0815XX

  40. #40
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    Hey Molosev!

    Good progress on this map.

    I've been out of commission lately.

    I'll check out the latest of this one though, - looks like a bunch of improvements.

    2 thumbs up dude.


 
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