Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - evilgrins

Pages: [1] 2 3 4
1
evilgrins place / MH-XV-Hell-GardenOfDeath
« on: January 21, 2023, 01:45:32 pm »
I did an edit of the GardenOfDeath map like this back in 2019 https://unreal-games.livejournal.com/121054.html and I thought it'd be decent for XV.


I used old Doom textures and as many monsters to its theme I could find at the time: Doom monsters, Quake monsters, etc.

That and it exclusively uses weapons from a Doom weaponpack I found a stretch back.

Chief complaint about it, from someone who will go nameless-ish, was none of the Doom weapons have a sniper scope. Some folks fight monsters at a distance more than up close and personal.

But the XV vehicles, a lot of them have a sniper view built in... so that works.

Most of the monsters on here are kinda light, so I used the weaker options of XV. Just to keep things fair.

Usual Suspects:[/b]
.u - /system
.uax - /music
.unr - /maps
.utx - /textures

Enjoy!
https://www.mediafire.com/file/4o8btmhm7dxw8sa/MH-XV-Hell-GardenOfDeath.zip

2
evilgrins place / DM-UTDMW-CorpseGrinderXT
« on: January 17, 2023, 12:11:04 am »
Sometimes to make things interesting, I'll just toss some random UTDM-monster in the mix.

I almost swapped the redeemer for the NyanCat version too, but that seemed like overkill for a such a relatively small map.


Medium sized arena map, in the same vein as Morbius2 but with an added teleport and a trap in the center.

Not too complicated, you fall in the pit and you die.

Try not to do that.

Sorry about the screenshots, I over-sharpened them by accident.

Usual Suspects:[/b]
.u - /system
.unr - /maps
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/i8dvymezjfzvoiw/DM-UTDMW-CorpseGrinderXT.zip

3
General Discussion ut99 etc / Re: Screenshots for fun!
« on: January 13, 2023, 02:06:13 am »
It's that time again.

4
evilgrins place / CTF-UTDM-WaterGiant
« on: December 05, 2022, 03:09:09 am »
My fondness for the UTDM-monsters in my edits may be a bit more extreme than I've let on, as I've only shared some of them but I've literally got about 350 map edits, of various gametypes, setup so far. Hence my problem with the recent UT-patch which disabled there effectiveness, at least for team games...

...but that issue may be over.

Recent observation from Buggie shows that might not be a problem anymore https://www.oldunreal.com/phpBB3/viewtopic.php?p=101477#p101477 so I'm tentatively optimistic.

Hence, back in business!

This is clearly an enhancement on the CTF-LavaGiant theme, except for no lava and a much larger playing area. There are multiple ways to get to either side, really only 1 way to get to the flag but more than a couple ways to get down once you have it. Map was designed for SLV, which still works as the flag area is adequately spaced for anyone to fly in and snatch up the flag... and as with most SLV maps there was no pathing; got Nelsona to fix that up.

One of the two paths to get to the other side requires a translocator, so have that enabled.

Despite being standard CTF, I added a UTDMT assigned to a non-existent Gold Team. There's a gazebo on top of the mountain range, so I placed him up there. He's not very actively involved in the game, though I suppose he might be able to throw boulders at passing SLV/RocketX, and mostly he spends his time complaining about how lonely he is being stuck up there.

At ground level both bases are protected by UTDMS, Nelsona worked up monster-pathing so they patrol along the front of each castle. They may wander off periodically, but they always come back.

One thing I wanted to do, as I added a Gold Team a Green Team seemed like a fun idea, was to put a UTDMW on these odd little floating islands at the extreme right of the two castles. Given how players are, eventually someone would shoot at them and that would bring them into play... attacking whichever team was closest to them, but ran into a small problem there.

The main body of water surrounding the playing area is an energetic form of water, obviously water (hence the map name) was the idea but it doesn't seem very watery. There's smaller bodies of the same stuff between the paths to get to the other side that don't have this issue, but the larger surrounding "water" when any UTDMW fell in, it would never respawn; smaller areas they would but much longer than usual time needed to pass.

Ran this by some other mappers, nobody could figure out how to fix it without replacing the whole thing... figured UTDMW weren't necessary, so scrapped that idea.

Usual Suspects: [/b]
.u - /system
.unr - /maps
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/1dpt7s7kkv0ia5b/CTF-UTDM-WaterGiant.zip

5
General Discussion ut99 etc / Re: Screenshots for fun!
« on: December 03, 2022, 01:34:46 am »
It's looking nothing at all like Christmas...

6
evilgrins place / DOM-UTDMS-AppalachianWonderland
« on: November 05, 2022, 07:12:39 pm »
This is the 2nd edit I've done and released of Silver Ibex's Appalachian Wonderland. Loosely designed for Infiltration, it's a wide open and GIANT of a map, which shows no lag and has some structures you can go inside of. Silver only ever released the map for CTF & DM, even though he placed Control Points for DOM on the map I've never seen any Domination version of this map released anywhere.

My previous edit was this https://unreal-games.livejournal.com/176719.html for CTF under XV & using UTDMT; probably won't operate as it was intended anymore under the new UT-patch.

I may do another for XV strictly for Deathmatch some time later.


What we have here is the same as before but for Domination. Spaces between the Control Points is significant, if you're not greedy you could secure 1 or 2 and still come out ahead provided you kept them well defended.

This map has 5 Control Points!


Original release of the map had no weapons, but there's sniper ammo here and there suggesting it was probably intended for use under the sniper arena mutator. Every edit I've ever done I felt a need to add weapons, and extra ammo. In that... I added sniper rifles near all sniper ammo, placed 1 redeemer in each barn, there's rocket launchers in some structures, and instagib in the sniper perches...

...if you're familiar with Silver's TigerHunt maps, you know there's inverted sniper perches in the ground under camouflage. You hop on in and shoot away from a position that's hard to see and even harder to shoot into.

As DOM isn't always played with transloc, there's jump boots in the bottom level of the barns to access the redeemers on the 2nd level; there's a staircase too but it's easy to miss.

Now, as to Bob...

...the UTDMS in a non-team aligned capacity is a random element. Though technically he's on the Yellow Team that doesn't stop Bob from killing members of that team.

Bob touching Control Points doesn't tag them for Team Yellow. In some cases I've seem the point turn back to its default blank x from Bob, which is weird but not a big deal.

Conflicts with the new UT-patch only come into play when any UTDM-monster is assigned to the Red Team.

Usual Suspects:[/b]
.u - /system
.umx - /music
. unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/u2yks18obzdgq6r/DOM-UTDMS-AppalachianWonderland.zip

7
evilgrins place / The Phantom Lantern
« on: November 03, 2022, 12:52:29 pm »
My fondness for making Super Hero skins is well established (I am geek, here me roar... rawr!) but sometimes I come back around to something old to refresh it a bit.


Using the standards setup by Chris Ollis https://unreal-games.livejournal.com/45584.html I made a number of initial Lantern Corps basics, not all of them but most; and I was content with that... though I did make some upgrades for more details in the blank-black parts of the skins later.

DC Comics created this character called The Phantom Lantern not too long ago who, unlike any other Lantern, had the ability to access the entire emotional spectrum of energy and change into any kind of Lantern.

I don't know if that's what inspired the thought, but however I got to it I'd been considering maybe using each of the Lantern skins I'd made to represent as a team color.

Had the idea for a long time before I started working on it; little thing, making a skin usually takes less than an hour but I tend to think about them days to months before I hop in and finally do it.


An edited/simplified version of my Agent Orange skin for the default, Team Colors each one of the Lantern Coprs skins I'd previously done... with the obvious exception of the Star Sapphires.

Gave it 16 faces, pulled randomly from a directory of those.

Enjoy!
https://www.mediafire.com/file/vs3qxgzi0nfiwrf/Soldier_PHNL.zip

8
evilgrins place / CTF-XV-Mothership
« on: October 29, 2022, 03:41:29 am »
This map was originally designed for SLV, so there's a lot of redeemers available for usage.


Built around a central axis, the tunnels were just large enough for the largest of the XV tanks, so each team has one of those. There are tunnels higher up, that travel across the map's center, that the helicopters fit through well enough... in case you don't want to run or drive all around the long way.


For other weapons, there's a Weapons Locker by each flag.

Usual Suspects:[/u]
.umx - /music
.unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/vprnjs5zcj6armz/CTF-XV-Mothership.zip

You can get Xvehicles here https://ut99.org/viewtopic.php?f=34&t=14936 which you need to make this work!

9
evilgrins place / CTF-XV-ValleyOfTheKings
« on: October 27, 2022, 08:01:34 pm »
Think this is about ready to go!


What we have here are 2 symmetrical bases on a VERY LARGE map, though the areas around each base are not identical.

There are multiple paths to the opposite sides, there's a couple hidden surprises, there's a tunnel that runs through the center of the map, and of course the vehicles & turrets both drastically increase the options.


From XV on this map, both sides have:
2 mantas
1 helicopter
1 turret

As well as a redeemer.


Battle is intense and varied, there's a lot of room on this map as well as numerous spots to snipe from.

Usual Suspects:[/u]
.unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/p5owk6znp37v2s4/CTF-XV-ValleyOfTheKings.zip

You can get Xvehicles here https://ut99.org/viewtopic.php?f=34&t=14936 which you need to make this work!

10
General Discussion ut99 etc / Re: Screenshots for fun!
« on: October 24, 2022, 10:26:59 pm »
Trick or Treat?

11
General Discussion ut99 etc / Re: Screenshots for fun!
« on: September 28, 2022, 02:00:15 am »
Winter is coming... eventually!

12
General Discussion ut99 etc / Re: Screenshots for fun!
« on: August 12, 2022, 03:23:06 am »
The latest assortment of screenshots which may, or may not, have anything to do with each other.

13
General Discussion ut99 etc / Re: Screenshots for fun!
« on: July 27, 2022, 07:17:25 pm »
It's that time again...

14
evilgrins place / CTFM-XV-Wilderness
« on: July 18, 2022, 03:04:52 am »
I was already having this map updated with pathing (Nelsona) & a better skybox (Anubitek) for an XV edit when Buggie added turrets to the XV package, which seemed ideal considering how this map was originally setup.

What we have here is a fairly massive map with simplified elements, with 4 not at all symmetrical bases. Layouts of each team's respective territory is different as well, and there's some neutral elements too.

Originally intended for Infiltration, I replaced some of the machine-gun placements with turrets. There were 9 of those, but having 2 turrets to each base effectively makes it not approachable at all, so each team has 1 turret and 1 helicopter.

I replaced the 9th with a UTDMS (Bob) just for the ever popular random element.

There's some distortion BSP issues near the Blue Turret...

...but no BSP holes so it's just gonna look a little funky around there for a bit when you're passing through.

Originally I had the smaller of the tanks on the map, but as I tend to play primarily with bots I noticed some issues there. Both in that the tanks kept getting hung up on the trees and bots in tanks kept trying to get on the turrets anyway, which caused them to explode. Briefly tried removing all of the trees, but no matter how many builds I did after that it caused far more BSP issues over a much larger area... so I opted to not go there.

If anyone can find a way around that, this map would be excellent for Team Deathmatch with tanks.

Might even try that edit myself, later.

Usual Suspects:[/b]
.u - /system
.umx - /music
.unr - /maps
.utx - /textures
.png - Pwetty
.txt - original mapper's ReadMe

Enjoy!
https://www.mediafire.com/file/uw01d8f7spxpg6y/CTFM-XV-Wilderness.zip

You can get Xvehicles here https://ut99.org/viewtopic.php?f=34&t=14936 which you need to make this work!

If you don't have any of the CTF4 gametypes...
https://unreal-games.livejournal.com/169182.html
...you can get them there.

15
evilgrins place / DM-XV-[NES]EbonhelmV3
« on: June 22, 2022, 08:52:13 pm »
This is an edit of NiC's DM-[NES]EbonhelmV3, which you can get here https://svteam.forumotion.com/t57-new-dm-nesebonhelm

I did weapon swaps and had Nelsona add bot pathing.

All of NiC's maps are HUGE and amazing looking, this one isn't a giant-size (little people killing each other around ginormous furniture) map but it's an amazingly detailed number of "city" blocks in a medieval town. It was due to this my initial instinct was to swap out the sniper rifles with crossbows (recently got a standalone version of the crossbow from ChaosUT) but that wouldn't work so well against Xvehicles...

...although I may make another edit without XV so I can get some crossbow action.

Battle takes place on all levels, it's not limited to the streets below...

...and there's a helicopter up on the roofs in a not too easy but not impossible location to access.

Recent edit I did of DM-XV-Chicago introduced me to a lot of sniper type weapons that can destroy XV much easier than standard UT hardware.

I chose the RozzRifle for this. Fires an explosive round, has great range, and can take out a jeep in approximately 6 shots.

Usual Suspects:[/b]
.u - /system
.uax - /sounds
.umx - /music
.unr - /maps
.utx - /textures
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/2y4zfnekvxuow4q/DM-XV-NES-EbonhelmV3.zip

You can get Xvehicles here https://ut99.org/viewtopic.php?f=34&t=14936 which you need to make this work!

Pages: [1] 2 3 4