enemy at the gates -> ON SERVER ROTATION

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BaronVonRotterdam
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Re: enemy at the gates

Post by BaronVonRotterdam » Wed Aug 21, 2013 12:13 pm

:shocked: damn Mobster nice work!!!!!
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Amy Infless
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Re: enemy at the gates

Post by Amy Infless » Thu Aug 22, 2013 12:00 am

is that really 2k4 screenshoot? it feels so nostalgic...

if that map really works for invasion in that way i hope it does,
i bet it beats paints 1000-times-played complex in no time :-)

ohhh, a tank? ok thats not in ut99... just thinking, do there exist halfbroken/halfworkin tanks?
like you cant drive anymore only use guns/cannons? something to defend a dead end?
think tanks driving in this map isnt easy...

:bow: damn cant wait till its ready on the server........ (dance) :praying:

:rambo: :sniper: :dead: :linkgun: :rocket: :shockrifle: :lmg:
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Re: enemy at the gates

Post by Mobster » Thu Aug 22, 2013 3:07 am

Amy Infless wrote:is that really 2k4 screenshoot? it feels so nostalgic...
ohhh, a tank? ok thats not in ut99... just thinking, do there exist halfbroken/halfworkin tanks?
like you cant drive anymore only use guns/cannons? something to defend a dead end?
think tanks driving in this map isnt easy...
Tank is just a static mesh with engine idle sound. One is a German Panzer IV, and the other is a Soviet T-34. (Originally a Tiger 1E)

Unfortunately though my skills as a map maker are limited, It wont be an exact replica down to the details.
So the mortars, and air strikes wont be in there. I did add an Ion Cannon that delivers a ton of damage though.
I figure that there will be enough carnage in the server already, and once we get commanders, they can call in air strikes and what not as well.

But I will deliver something that is fun to play, I promise!
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Re: enemy at the gates

Post by Mobster » Thu Aug 22, 2013 7:19 am

Alright I think I am at beta stage, with the map.

20 Player Starts
208 Path Nodes
Standard Weapons, Health, Shield, and Adrenaline Pickups
Hidden Deemer Room
Ion Cannon

Please only download if you are going to help me find issues with the map, Thank You!

Download link for Beta version:
http://www.sendspace.com/file/oid4no

When at sendspace make sure you click on this picture for the download:
This.JPG
What I need to know from you:
***Any issues with textures*** (I.E. Something doesn't match the other textures around it, or looks odd.)
Your opinions on ambient sounds. (I.E. missiles screaming, gun fire) Are they annoying, or fine?
What you like about the map thus far.
What you hate about the map thus far.
Any unlisted issues with the map. (obviously)

Whats left?
Sit down with Paintball and have him help me optimize map.
Fix any issues, or concerns brought to my attention by your testing.
Any last minute things I think of.

Thanks!
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Amy Infless
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Re: enemy at the gates

Post by Amy Infless » Thu Aug 22, 2013 9:48 pm

suggestions?

my boss pi$$ed me off today so i thought how can i pay him back,
when suddenly this map was coming in my mind...

but before that i have a question, can special map-based effects
(sounds on special locations or when doing some "actions" there like
hitting buttons and after that activating lifts, jumppads ("animations")
etc...) cause any trouble with the gameplay?

ok, i am a "full medal medic", therefore i need wounded players to do my
masochistic job (hunting after you, trying to hammer the needle
in your a## ... ;-) )

so, what else can wound players except monsters or deathtraps?

what do we have in a war?

1. landmines
2. mortars
3. artillerie-/airstrikes

now my suggestions:

1.) double damage pickup under the bridge, but surrounded by some
(3-4) landmines. running over a landmine will cause 99 damage!
(i am noobfriendly, 100 will take his live at level 10...., but...
imagine the wet pants when a lvl 10 tries to get to the double-dam,
knowing doing more damage, and booom! just havin 1 healthpoint left
and noticing hes in a minefield....hehe...
i know nothing about map-makin, so, problem explosion sound, animation
of explosion, a short clientsided screenshaking ???

2.) if i remember right there are two mortars in the map, there should be
also two impactplaces which "cause effects to players", like on a roof
and in a map corner, for example.
if you get hit, loose 75% of health and beeing pushed half over the map
like using a jump-pad, even WITH iron sturdy power-up loaded.
problems maybe same like in 1.)

3.) artillerie-/airstrike
airstrike is in the original map, and if i remember right very deadly.
if it comes every 3 minutes it would destroy the fun. maps normally need
between 45 and 60 minutes, so, maybe every 15-20 minute 1 devastating
airstrike, those who ignore the warningmessage to hurry to get in the
houses will be lucky to survive outside (note: some houses dont have roofs
or holes in there, so no hiding there too :-) )
or maybe airstrikes in some monster-based waves. think that would be better,
especially when it comes in last seconds of wave 20, when 15 players are out
and last player trying to kill the last monster but the airstrikes
force him to hide... :-)

ok, enough nastiness, dunno if something like that can be implemented in the
map, i just thought it might be nice change to the allways deadly lava or
instant deathtraps or such. dont want to overload the map, like i said, these
ideas come to my mind at work... sorry for players who get that "payback"
instead of my boss ;-)

ats
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Re: enemy at the gates

Post by Amy Infless » Thu Aug 22, 2013 9:54 pm

oh ok i wrote that offline, didnt see you are that far, goin to test it....

update 1: just tested it a bit in invasion, i like it, but some things i found so far:

1. there is noone screaming?!?
2. the teleporter bubble isnt workin.
3. the artillerie incoming and explosion sounds are nice, but sorry, they start to nerve
after a while. anyways they should stay in the map, but dunno if its possible to set
timers for them, like every 4-6 minutes for 45-60 seconds?
(just another idea, before this "fake-attack" comes, a siren howls or a
fake-warning-announcement, and then after the fake-artillerie stops the "real
airstrike" comes)
(oh i forgot, you wanted that for commanders, thats ok, i meant that special
map-airstrike more beeing like a "3. team" that kills both, monsters and players,
btw, originally the plane can be shot down and the airstrike stops!)
4. dunno about others, but i think it needs a bit to long to search and find all weapons.
maybe a central weaponlocker would be nice, or on a roof or under the bridge.
5. dunno if its worth to implement the minigun-turrets, the buidlings in which they are
normally placed are to small for everyone hiding and to much open, so, just to be as
much close to the original, can there be placed destroyed minigun-turrets? (or these
damaged ONS-twin-laser-things, just forgot the name...)

so... rest is fun to play except for finding my first to kill monster after 3 minutes (after spawnig 30 bots...)
and them beating me down and that fkn buggy excessive mutator froze my pc in a loop... :-(

oh btw, need to look again, just forgot there was anything in logfile while spawning 30 bots...
need to test that again, cant see logfile, didnt save after that crash

update 2:
ok, wasnt an error:

Code: Select all

ScriptLog: Couldn't spawn player of type XGame.xPawn at DM-INV-EnemyAtTheGates-rev2.PlayerStart10
ScriptLog: Couldn't spawn player of type XGame.xPawn at DM-INV-EnemyAtTheGates-rev2.PlayerStart1
20 Player Starts
i guess that message comes from me spawning 30 bots at once, but "only" 20 playerspawnpoints were there in the map

Mobster wrote:... missiles screaming..
Amy Infless wrote:1. there is noone screaming?!?
oooh i missreaded that, i thought screaming dying w/e people in the ambientsounds

ats
Last edited by Amy Infless on Thu Aug 22, 2013 11:15 pm, edited 1 time in total.
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Re: enemy at the gates

Post by Mobster » Thu Aug 22, 2013 11:12 pm

Amy Infless wrote:suggestions?
but before that i have a question, can special map-based effects
(sounds on special locations or when doing some "actions" there like
hitting buttons and after that activating lifts, jumppads ("animations")
etc...) cause any trouble with the gameplay?
It shouldn't.
Amy Infless wrote:1.) double damage pickup under the bridge, but surrounded by some
(3-4) landmines. running over a landmine will cause 99 damage!
(i am noobfriendly, 100 will take his live at level 10...., but...
imagine the wet pants when a lvl 10 tries to get to the double-dam,
knowing doing more damage, and booom! just havin 1 healthpoint left
and noticing hes in a minefield....hehe...
i know nothing about map-makin, so, problem explosion sound, animation
of explosion, a short clientsided screenshaking ???
The mines that could work only let you kill the player, not take X amount of damage.
Amy Infless wrote:2.) if i remember right there are two mortars in the map, there should be
also two impactplaces which "cause effects to players", like on a roof
and in a map corner, for example.
if you get hit, loose 75% of health and beeing pushed half over the map
like using a jump-pad, even WITH iron sturdy power-up loaded.
problems maybe same like in 1.)
The .U files that come with the map are for UT99. They won't work in UT2004.
Amy Infless wrote:3.) artillerie-/airstrike
airstrike is in the original map, and if i remember right very deadly.
if it comes every 3 minutes it would destroy the fun. maps normally need
between 45 and 60 minutes, so, maybe every 15-20 minute 1 devastating
airstrike, those who ignore the warningmessage to hurry to get in the
houses will be lucky to survive outside (note: some houses dont have roofs
or holes in there, so no hiding there too :-) )
or maybe airstrikes in some monster-based waves. think that would be better,
especially when it comes in last seconds of wave 20, when 15 players are out
and last player trying to kill the last monster but the airstrikes
force him to hide... :-)
I looked to see how they did it in the map airstrike (on server). And what they did is use a bunch of scripts.
Which are specific to that map, and I have no idea how to use them or even edit them. I hate that airstrike in that map anyways. lol

The ideas are neat, it's just that my skills are limited in map creation\editing.

However I think I am pretty much done, and you could see it on server fairly soon.
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Re: enemy at the gates

Post by Amy Infless » Thu Aug 22, 2013 11:26 pm

hmm... cj blast said last when he was on server that he is creating new maps, i said i wish someone would finally
made THIS map, he said i should send him links etc., wrote down his email but shut down pc before saving it :-/
pm he isnt reading :-(
that was before i BUMPED this topic...

dunno his mapmaking skills but maybe he has the one or other idea too?!

ats
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Re: enemy at the gates

Post by Amy Infless » Thu Aug 22, 2013 11:44 pm

Mobster wrote:The mines that could work only let you kill the player, not take X amount of damage.
then lets kill the player(s)! hehe. if the revive-ability is fixed then this should be no problem for me to recreate
a full functional soldier from all the flesh and bones :-)
Mobster wrote:
Amy Infless wrote:2.) if i remember right there are two mortars in the map, there should be
also two impactplaces which "cause effects to players", like on a roof
and in a map corner, for example.
if you get hit, loose 75% of health and beeing pushed half over the map
like using a jump-pad, even WITH iron sturdy power-up loaded.
problems maybe same like in 1.)
The .U files that come with the map are for UT99. They won't work in UT2004.
ahhhh, damn translation error. it wasnt in the ut99 map. i meant that imaginary.
like, if there were mortars firing, then there must be impacts somewhere.
so it was just like "imagine what would happen to players if there were these <effects>" in the map.
in that case this "feature" must be new created... ..and anyways again dunno what is possible :-(

but finally, fire it up i wanna play it!!!!!!!!!

ats
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Those who correct my English will be shot! Survivors will be shot again!

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Re: enemy at the gates

Post by Mobster » Fri Aug 23, 2013 12:57 am

Amy Infless wrote:2. the teleporter bubble isnt workin.
Its a return teleporter, gotta find the right one. ^^
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