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evilgrins Maps & Skins Megathread

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User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 28 Oct 2022, 02:57

CTF-XV-ValleyOfTheKings
Think this is about ready to go!

Image
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.

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

As well as a redeemer.

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

Usual Suspects:
.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!

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Oct 2022, 10:45

CTF-XV-Mothership
This map was originally designed for SLV, so there's a lot of redeemers available for usage.
Image

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.
Image

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

Usual Suspects:
.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!

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 03 Nov 2022, 18:54

The Phantom Lantern
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.
Image

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.
Image
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.
Image

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 06 Nov 2022, 01:15

DOM-UTDMS-AppalachianWonderland
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.

Image
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!

Image
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...
Image
...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:
.u - /system
.umx - /music
. unr - /maps
.utx - /textures
.png - Pwetty!

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 05 Dec 2022, 10:12

CTF-UTDM-WaterGiant
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!
Image
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.
Image
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.
Image
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:
.u - /system
.unr - /maps
.png - Pwetty!

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Dec 2022, 23:01

CTF-XV-FragIsland
Did a previous edit of this for UTDMT, and as is usually the case anything large enough for them is ideal for Xvehicles.
Image

This is a fairly GINORMOUS map with plenty of space, also a lot of air but I decided against helicopters as they're too easy to shoot down. Flag bases are on opposite sides of the 2 mountains, and they're fairly simple.
Image

There's teleports at the top of each mountain for those that don't like to run that far (papercoffee) and I've placed a couple weapons on the map that will allow players to fight the Xvehicles somewhat more fairly.

Because there's so much space on this map, I included the largest of the Xvehicles in the selection.

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

Enjoy!
https://www.mediafire.com/file/yy64nbfupdv3lk7/CTF-XV-FragIsland.zip

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 17 Jan 2023, 07:12

DM-UTDMW-CorpseGrinderXT
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.
Image

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:
.u - /system
.unr - /maps
.png - Pwetty!

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 21 Jan 2023, 20:56

MH-XV-Hell-GardenOfDeath
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.
Image

I used old Doom textures and as many monsters to its theme I could find at the time: Doom monsters, Quake monsters, etc.
Image
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.
Image
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:
.u - /system
.uax - /music
.unr - /maps
.utx - /textures

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 11 Feb 2023, 22:19

CTFM-XV-Cannons-DoubleDefence
Note: When editing an existing map that has no MyLevel built in, always make sure to save the map to a backup filename in case you screwup adding that... because I frequently don't and occasionally mess that up, which is why I had to start from scratch on this map.

What we have here is a BIG map of very long corridors and a central medium-sized arena area.
Image
Original mapper, for some crazy reason, put 2 flags on each team at the end of each long corridor (probably explains the map name) but that seemed ridiculous so I put an end to that. Now down 1 corridor is a flag and down the other is a tank.

Map never had a lot of weapons, originally only the shock rifle & minigun & flak cannon. Due to the XV, from that cache of weapons (that make it a fair fight between those in vehicles and those not) I found on another map, replaced the shock rifle with the explosive crossbow. Also placed a redeemer in the central area and 2 megahealths for each team.
Image
Just above each flag is a ut2k4 cannon, which makes things interesting. Cannons apparently do not register XV but as you have to get out of the tank to pick up the flag, that's when the cannon locks onto you... and will stay locked on even after you get back in the tank.

So long as you're still in range, anyway.

Now, I only placed 1 tank with each team, but don't feel like that is so limiting.
Image
I noticed the vehicle factories in XV have the option to spawn additional vehicles as soon as the initial one moves away from its start point. Potentially everyone on your team can get their own tank, if they like.

Usual Suspects:
.u - /system
.umx - /music
.unr - /maps
.utx - /textures

Enjoy!
https://www.mediafire.com/file/3u4fp4sbkbso11o/CTFM-XV-Cannons-DoubleDefence.zip

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

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 12 Feb 2023, 07:38

Dark Hero
Had a little chat with OjitroC not too long ago, and my various superhero type skins came up... which is when I remembered I never released this one.
Image
The "Dark Hero" skin has gone through a number of iterations since I first made it, and even I'm not 100% sure when that was. Earliest reference I've got for it was back in 2009...
https://unreal-games.livejournal.com/21304.html
...but that's only the 1st time I ever posted about it.

Chris Ollis does beautiful work, and he made 2 packages of superhero skins. No team colors, but lovely things to behold. They might've been my 1st attempt to give full team colors to an existing skin that didn't have any or only had 2.

I reworked them from how they looked originally, as I wasn't too happy with my first choices for red & yellow:
Image
But it's definitely good to go for sharing.

It's still rough in points, as I kept the hands from where the faces came from; it has 10 different faces.

Enjoy!
https://www.mediafire.com/file/9vjcm8lehtohn52/Soldierskins_hero.zip

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 21 Feb 2023, 03:51

CTF-UTDMW-XtremeCrater
Overall I've got about 350+ UTDM edited maps, some for 1 particular monster and others for some combination of the thus far available ones. As I didn't get all the types at the same time, there's been some juggling for when I found a new type I would skim over past edits to see if maybe the newer type was more appropriate for the circumstances of a particular one.

They work for pretty much any standard gametype, though never tried for an Assault map. Honestly not sure how that would work.

This one was pretty ideal with the initial selection.
Image
What we have here is a medium sized CTF map with a lot of open space. Flag bases are on opposite sides of the crater that predominantly fills the area, to get to the opposite side you have to run around the long way. Map has fundamentally 2 levels, the ground level which is wider than a narrower similar pathing a level higher. Most tests of the initial map shows matches don't last that long, so I added UTDMW as they can fly right across the middle no problem and can stretch things out a bit.
Image
The crater has a creature factory about halfway down which generates Giant Gasbags, as an added feature given standard monsters will attack anyone on any team... including the Team Warlords.
Image
Even with the UTDMW, games on this map tend to run pretty quick. With a standard number of players of varying skill levels, can last as short as 10 minutes or as long as 15.

Usual Suspects:
.u - /system
.unr - /maps
.png - Pwetty

Enjoy!
https://www.mediafire.com/file/rtasx1up4wbqj19/CTF-UTDMW-XtremeCrater.zip

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 23 Feb 2023, 02:18

OutCrop in UTDMT & XV
Did an edit with Titans on this awhile ago, never released until now, and if it's big enough for them then it's big enough for tanks.
Image
CTF-OutCrop is a map with a brief mountain range in the middle, with flag bases on opposite sides. To the far left & right are boulders with redeemers on top of them.
Image
Didn't feel a need to put the weapons I know of that allow normal players to easier fight XV in the mix, given the easily accessible redeemers.

It's a large space but not too large, so plenty of room to have fun in.

Usual Suspects:
.u - /system
.umx - /music
.unr - /maps
.png - Pwetty

Enjoy!
https://www.mediafire.com/file/9w1h8fs0enps71a/OutCropCTF.zip

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 24 Feb 2023, 22:42

ColaWars · 2 CTF maps
A while back, 3 years or so, I did an edit of CTF-ColaWars with UTDMW (Warlords) which was fun but even for such a space they're a bit large. Thing is I didn't get all the UTDM-monsters at the same time, and I didn't have the UTDMS (Skaarj) back then. So later, when I did, I made another edit with them.

Bit after that I learned that ZenCoder had long ago come up with a way to embed bots directly into a map, team assigned, and so they didn't show up on the score list listed as "Player". ColaWars was one of the maps I tested that on, but I made a little boo boo as I no longer had the original so I was editing the one with the UTDMS and saved it with both the embedded bots & Skaarj.
Image
Which was fun for a bit, but the other night I decided to separate the two: 1 map with embedded bots & the other with UTDMS.

On a side note, I didn't give the bots shadows. Figure the UTDM-monsters don't have them, so the bots didn't need them either.

Usual Suspects:
.u - /system
.unr - /maps
.utx - /textures
.png - Pwetty

Enjoy!
https://www.mediafire.com/file/a3avnc2qi9owoq9/ColaWarsCTF.zip

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 27 Feb 2023, 03:33

CTFM-UTDMT-HighlandCastle
Most maps made by mappers that have UTDMT on them tend to have them in a relatively corralled area so they don't have full access to the whole map, which I don't tend to do but sometimes it can be ideal even for me.
Image

What we have here is a fairly large map with 2 levels above ground and a couple more levels below. It's CTF4 and each base is in the corners of the layout, with a courtyard outside that has a UTDMT in it.

Nelsona enhanced the pathing on the map and also used Monster-Pathing on the Titans so they work a regular patrol of their respective courtyards. Which is somewhat like a bouncy house anytime a Titan slams its fists into the ground everyone nearby gets launched up into the air.
Image

For the most part this is fairly standard CTF, with 4 teams, but sometimes the UTDMT add a mixed bit of complexity:
Image
CTF4 & MultiCTF both have an option that some players, myself included, love where if someone takes your flag and they drop it, you have to go get it and bring it back to your own base... and sometimes when this happens, a Titan gets their own team's flag. For a host of reasons, the Titan doesn't give up the flag (both as it doesn't know how to and as it can't fit in the room where the flag is supposed to be) which brings about a complicated situation.

On the one hand, your flag is as safe as can be while a Titan has it. It takes multiple redeemer hits to kill the thing, or an excessive amount of firepower; not like anybody can get it away from a Titan quick. But, on the other hand, if you get an enemy flag back to your base you can't score by tagging the Titan that has the flag.

It's both a blessing & a curse.

Enjoy!
https://www.mediafire.com/file/j1mwa0jmuf4etur/CTFM-UTDMT-HighlandCastle.zip

Usual Suspects
.u - /system
.unr - /maps
.png - Pwetty!

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

User avatar evilgrins
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Mar 2023, 09:05

AppalachianWonderland for Deathmatch
Before I started this I had some ideas of what I wanted to do, but then as I started tinkering I kept having more ideas and since it all seemed too much for a single map, I wound up making multiple maps.

Which is why there are 8 maps in that .zip file down there.

Mostly it stems from my belief that for something like this it's necessary to have something to fight against, for anyone that popped in just for a casual stroll through a map... NOPE!

Extensions:
· UTDM: has UTDM-monsters
· XV: has Xvehicles
· TO: has Team Orbit mechs
· Nali: embedded Nali bots
· Commandos: embedded Male Commando bots

I know I enjoy the variety, possibly some others of you will too or maybe just 1 or a couple of the 8 maps will appeal to you.
Image
This is a massive map and most of the edits I made are for XV, but not all of them. Maps with embedded bots have the FixGun on them (from their initial starting points) as they tend to not do much of anything unless they've got a weapon.

As far as XV all of it is here: 1 of each kind of tank, 1 jeep, 2 mantas, 2 copters, and 2 turrets; 1 of each type.
Image
Usually I place special weapons on maps with XV to give players not in vehicles an even chance, but this map already had (from the DOM edit) redeemers & instagibs on it. Though I didn't know until a bit later how ineffective instagibs are against vehicles. Oh well, redeemers destroy XV very easily.

What are Team Orbit mechs?
Image
From a total conversion for UT that came out in the early 2000s, they're not vehicles but another player class of model; I usually put them on bots. They have their own unique weapons, unlimited ammo, and unlimited range. They're not as tough as XV but they are a lot tougher than normal bots. Plus they explode when killed and if you're too close that blast will kill you too, and the mechs gets points for anyone killed in their death explosion.

Also, as scary as this may seem, if one of these mechs gets inside XV they can still fire their own weapons from inside the vehicles!

Enjoy!
https://www.mediafire.com/file/k994gaq905gkkt1/AppalachianWonderland-DMmaps.zip

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

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

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