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Messages - evilgrins

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

47
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

48
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

49
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!

50
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!

51
General Discussion ut99 etc / Re: Screenshots for fun!
« on: October 24, 2022, 10:26:59 pm »
Trick or Treat?

52
General Discussion ut99 etc / Re: Screenshots for fun!
« on: September 28, 2022, 02:00:15 am »
Winter is coming... eventually!

53
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.

54
General Discussion ut99 etc / Re: Screenshots for fun!
« on: July 27, 2022, 07:17:25 pm »
It's that time again...

55
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.

56
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!

57
evilgrins place / CTF-UTDM-Eagles4
« on: June 12, 2022, 03:31:40 am »
This is one of those maps I've made multiple edits of, but unless I find another variant of UTDM-monster this will probably be the last of them.

An edit of the CTF-Eagles map, with bases that're not symmetrical at all, this has a fairly even mix. Red Base has 1 UTDM-Titan and Blue Base has 1 UTDM-Warlord...

...and both bases have 2 UTDM-Skaarj.

I swapped out the redeemers on the map with the Ridiculous Deemer, to keep things interesting.


Also have an alternative reason for this edit. I haven't gotten the new patch for UT as I've been told it isn't compatible with UTDM-monsters · https://ut99.org/viewtopic.php?f=12&t=14875 · so I'm gonna send a link for this to those that're working on that patch so they can evaluate and see if they can fix the issue.

Would've gotten on this earlier, but it's been a wonky few months for me.

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

Enjoy!
https://www.mediafire.com/file/2q11kmy2j6ofcqr/CTF-UTDM-Eagles4.zip

58
General Discussion ut99 etc / Re: Screenshots for fun!
« on: June 06, 2022, 11:28:02 am »
Lack of good title, so "ARGH!"


59
evilgrins place / DM-XV-Chicago
« on: May 25, 2022, 12:20:37 am »
After the last MonsterHunt map I edited for XV, I both reached out to BuLLdozeR to get his permission to edit his maps and checked out more of them; he gave me permission to edit any I wanted. He's got a lot of great maps, some with unique customized aspects, and there's a lot to work with there.

This map is a medium-large sized deal, set in the streets of Chicago. Details were vague, he's not a big fan of making ReadMe files (only found his email listed under LeverlInfo) but he's made at least 3 versions of this map.

Most of it is as you see, city streets with a lot of open space... but he clearly designed the map with snipers in mind as there's more than one level, and on the 2nd floor there's a wide range of sniper weapons (not all of them rifles) and other types of stuff. That was partially a lot of the appeal for my choosing this map, as many of those weapons are very powerful and actually can make it so players can fight against Xvehicles on an equal playing field...

...even if some of them do look a little weird.

Originally I intended to release this map after Easter Weekend, but then I had my 2 little trips to the Emergency Room, plus recovery time (KIDNEY STONES SUCK!) which caused some significant delays. When I was recovered enough I gave the map another look over, which is a good thing as I missed some stuff. See, there's a 3rd floor but apparently BuLLdozeR was distracted when he released the map as there was no way to get up to it. It's filled with teleports that lead back to street level... but there were no teleports that took players up there. Also found a few hidden rooms on the ground level that had redeemers, but the same access problem.

Nelsona assessed and upgraded the pathing on the map, as well as reconnecting the teleports and adding extra teleports to gain access to the not-accessible areas.

This map is ideal for snipers and non-snipers, there's plenty of sniper perches all over and though I'm not really a sniper myself, I prefer playing this map running around with the weapons (which I replaced all the standard UT weapons at ground level with) over getting in the Xvehicles.

Usual Suspects:[/b]
.u - /system
.umx - /music
.unr - /maps
.png - pretty pics

Enjoy!
https://www.mediafire.com/file/s08frkdnqm015zn/DM-XV-Chicago.zip

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

60
General Discussion ut99 etc / Re: Screenshots for fun!
« on: May 15, 2022, 01:12:57 am »
Making up for several sick days...

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