UnrealSP.org, now with 100% more Web 2.0!

evilgrins Maps & Skins Megathread

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

Moderators: Semfry, ividyon

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 17 May 2023, 08:33

CTF-TimeRip
Couple years ago I launched a multi-contributer mapping project to convert DM-TimeRip for Capture the Flag. Started initially/primarily on one forum, with some work done on another.

Forums involved:
· https://ut99.org/portal
· https://hofgamingclan.com/

TimeRip is a classic UT map made by EZkeel which is essentially 2 massive identical maps connected by teleports. There's some time travel involved as one side is set a bit further into the future than the other.
Image
I tend to edit multiple maps simultaneously and I lagged on TimeRip for long bits here and there, but it's about as done now as it can be as I recently lost access to UnrealEd and can't edit maps anymore; long story. Fortunately most of this map was completed and, near as I can tell, there's not much else to do to it.

Though I did want to edit a defense zone from redeemer to sniper rifle, but that's not a big deal.

Also wanted to compress the pic in the selection window to remove info that's no longer relevant.

My main problem is I like to credit all who helped me with a map into the Selection Window in-game, but I can't now.
Image
I team colored both sides with subtle tint shifts, and did some alterations of weapons placement here and there. I also updated the PlayerStarts for each side to more team oriented selections.

Nelsona did extensive pathing and edited the "go-go dancing monsters" on both sides, swapping what was originally there for something more effective and less intrusive. He also removed unnecessary elements.

A number of different people on the ut99.org forum helped, but more than most was OjitroC who was essential to this getting done.

So, what we have here is a massive CTF map with warp zones separating the two sides. Playable areas are many and on multiple levels, and there's a number of different ways to get to the flags, and away from them. It's very easy to get lost on here and if you're not paying attention you may lose all sense of where you are in relation to the flags even once you get accustomed to it.
Image
One aspect I was adamant on keeping from the original is there are triggers on both sides that releases an air-strike of redeemers. This may be helpful in defending your side if someone gets your flag but you can't figure out where they are... although the air-strikes don't reach everywhere on both sides.

This was the main development thread · https://ut99.org/viewtopic.php?t=14405

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

Enjoy!
https://www.mediafire.com/file/px776yfgcsqc4xa/CTF-TimeRip.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 01 Jul 2023, 00:12

Statue Guard
While my original intention was NOT to make this into a skin, I wound up doing it anyway.
[quote=EvilGrins post_id=121807 time=1597288576 user_id=5738]Despite the recent skinning contest I ran, stuff going on in life of late kinda took some wind out of my sails so I didn't submit one... plus the qualifiers as to limitations to what could be done for skins and what couldn't (which will not be in next year's skinning contest) didn't suit my very grim mood.

Most maps have statues on them, but usually it's a generic form without much detail. However the statues on CTF-Shadar had a bit more detail... so I extracted them, team colored them, and now I have this.

Image

I darkened the armored parts and applied very light team colors. Maybe a little too light... the blue isn't very distinct. Might wanna enhance that one a bit.

May not so much use this as a skin, per se. Likely I'd use it for team colors to any statue in any base, over the typically generic gray ones.

Tentatively entitled the "Statue Guard".[/quote]
Oh well...
https://www.mediafire.com/file/8z430gzri8ry4iy/Soldier_Statue.zip
Image

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 10 Jul 2023, 07:45

MH-XV-GardenOfDeath-DotD
A stretch back I wanted to edit up a MonsterHunt with a plethora of CreatureFactories primarily for zombies.

So I inquired · https://ut99.org/viewtopic.php?t=13761

Tested out each one, kept the ones that worked, and viola!

Originally edited with standard UT weapons, then added Xvehicles as I figured once I got it right I could remove XV and move the PlayerStarts back (moved them so bots can spawn next to vehicles) to more normal positions... but then I lost access to UnrealEd; which is a pity as there were other things I wanted to do too.

Map has most of XV on it, except the copters and the FixGun. Most zombie movies show limited supply of hardware, fixgun seemed too handy for that. I added extra redeemers near the end given the excessive number of zombies that will pop up there.

First off, most of the zombies on this map you can kill simply by running over them.
Image
There's a few this isn't as easy with, and some you most definitely can't.

I did use the Zombi.u quite a bit...
Image
...but not primarily.

The corner "bases" where you can get armor and extra health, as those that've played variants of this map know, spawn out random monsters as soon as someone enters, I used the slow moving MallZombies for all of them... except the last one. That one has the GiantZombi in it, and while I limited the output of that one to 8 they're a significant threat.
Image
Such cases as this is why I'm usually insistent players use bots, as nothing in XV can take down a GiantZombi easily.

My best strategy for them has been to get their attention, and run while shooting back at them as they pursue me, leading them to where my bots are so they can help me kill them.

...but whatever works best for you.

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

Enjoy!
https://www.mediafire.com/file/yrthnzemmx6bvbi/MH-XV-GardenOfDeath-DotD.zip

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

User avatar Darkon
White Tusk White Tusk
Posts: 2240
Joined: 12 Nov 2007, 15:11
Location: P46153

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 14 Jul 2023, 18:35

Looks interesting.. would you mind posting a youtube vid or something, so we can see it in action? (Pictures only do so much justice...)
Never trust a Dutchman in a tulip fight.

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Jul 2023, 00:23

CTF-XV-AO-Football
Fairly basic, not that complicated. This is a fair sized football field in a stadium. There's a few teleports, 4 jeeps to a team.
Image
I finished editing this in April of 2022 but was holding out on sharing it as there was talk of making new kinds of vehicles and I was hoping for smaller Xvehicles that could carry flags...

...but this was not to be.

Usual Suspects:
.unr - /maps
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/7mjuyd5wemvrzsk/CTF-XV-AO-Football.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
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Jul 2023, 21:04

Civilian Nali
One of the more recent skins I finished up, before I lost access to UnrealEd:
Image
Skins taken from LeoTCK, from a much larger set of skins. I noted there was enough there to make quite a few skins for Nali, and had intended to make more eventually.

Delay on sharing this came in the form of my trying to fix a little problem with the model, which I had success in quite a stretch back with a Spidey skin but I never managed to repeat.

Having to do with the Talk Texture. For some odd reason all Nali skins default to the Talk Texture from the original skins they came with, and I was hoping I could get around that.

Image
Oh well.

Enjoy!
https://www.mediafire.com/file/28k8itiibltkmfu/TNaliMeshSkinmna.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 30 Jul 2023, 18:20

CTF-UTDMW-VCTF-Face
In the range of vehicles for UT there's been lots of schools of thought, from QuantumJets to Strangelove to Onslaught.

Obviously for ut99, XVehicles is the way to go but someone made Onslaught vehicles for it too a stretch back and while they're admittedly not as good they do come in a much wider variety of stuff from air ships to hovercraft to ground units...
Image
...which I only know as I found this Face map I've edited quite a bit that had some of them on, but I switched up what was there as a lot of it wasn't ideal for a space environment.

First off, the Team Color situation is tragic...
Image
...most of the vehicles don't have any, and the few that do only have Red & Blue. Despite that glaring flaw, they all do work remarkably well... even if the turrets occasionally fall from where they're placed but keep shooting all the way down!

I haven't seen any instances of someone in a vehicle hanging onto a flag, but I've only tested this sporadically and there's a lot going on.

Speaking of which...
Image
...I have a UTDMW on the map too.

Originally I had 1 for each team but due to the EXCEEDINGLY FUBAR'd issues with the newest UT-patch, which doesn't allow UTDM-monsters on teams to function for some still as yet not understood reason... I opted for one unassigned as that does allow it to function.

So, not as good overall but still fun to mess with.

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

Enjoy!
https://www.mediafire.com/file/z6bt78vo7qy2gnu/CTF-UTDMW-VCTF-Face.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 22 Aug 2023, 04:47

Hello Kitty Corps
Because once I had a lady love who was fixated on Hello Kitty, I made some skins based on that...
Image
...male & female...
Image
...which I never shared as I hoped to use them when I started hosting games again, but that's looking less and less likely.

Made some brief edits for ut2004 for an imported Male Soldier model it had, but I don't have those anymore.

Intended to add more heads to the female version, but I never got around to that.

Basic pastel type team colors.

Enjoy!
https://www.mediafire.com/file/chmlbjdsrtmsdok/Hello-Kitty-Corps.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 23 Aug 2023, 18:56

Composite Superman
Given one of the primary reasons I learned to skin in the first place (in that special way I used) was to give skins that only had red & blue team colors or skins that had no team colors the full spread of all 4...
Image
...that I did this particular skin, which has not so well displayed team colors, may seem a little wonky.

Truthfully I largely only did it to see if I could. I'd known about the character since I was little, and I had Superman & Batman skins to work with. Other than some pigment alteration, and a handy calculator, it wasn't that hard to accomplish.

For those that are less geeks than I: A janitor named Joe Meach was working in the Superman Museum when a lightning bolt hit some statues of the Legion of Super-Heroes and transferred their powers to him. He chose to use Chameleon Boy's shape shifting abilities to look like that, and he went out to seek vengeance for largely imagined slights on Batman, Superman, and Robin.

Which isn't to say there hasn't been other Composite Superman villains, but he was the first.

Enjoy!
https://www.mediafire.com/file/54dyk0wgx5cnehf/Soldier_SB.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 10 Sep 2023, 19:43

CTFM-UTDMS-AncientCyberus
I'm not the only person that edits maps with UTDM-monsters, the original mapper on this had a UTDMT in the center area.
Image
Replaced that with a Cyberus and gave each base their own UTDMS.

The open center area has the most room, as each base is fairly claustrophobic. Which is exacerbated by the UTDMS being armed with ricocheting razor-blades.
Image
Makes for a very fun but tricky little game.

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

Enjoy!
https://www.mediafire.com/file/lc3ecj7k9z36rn5/CTFM-UTDMS-AncientCyberus.zip

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
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 23 Sep 2023, 19:47

WELCOME TO JURASSIC FOREST!
The downside of every Jurassic Park / Jurassic World story has always been "sounds like a fun idea" but things always get out of hand and dinosaurs need to be killed.

So, why not have InGen (International Genetic Technologies) instead make a hunting preserve where guests can hunt dinosaurs?

As that's more or less what tends to happen anyway.

Yet another edit of the original DarkForest map. While I can no longer edit maps I can test them and this map (luckily) is complete.
Image

Usual assortment of various dinosaurs on it, for you and your team to hunt down and kill (or be eaten by as the case may be) along with some random other things.

What would any Jurassic experience be without InGen staff to make things unnecessarily complicated...
Image
...am I right?

Also, as all my old DarkForest edits had...
Image
...there's a Grim Reaper on the map.

For the most part this shouldn't be a problem, it's located in an all but impossible part of the map to access (fortunately) but in the event someone foolishly or accidentally shoots it... it will rain down unholy chaos on every living thing on the map.

Try to not let that happen.

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

Enjoy!
https://www.mediafire.com/file/hern24r8qre1ehx/MH-EG-DARKFOREST_JW.zip

Oh, by the way (as a friend continually gripes on this) if you already have BPak.u on your system you don't need to use the version in the .zip as there's multiple versions of this file and they're all compatible; unless someone made a new one recently I'm unfamiliar with.

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 14 Oct 2023, 18:50

B-0 of The New 52
One of the good things in DC's New-52 was a Superman suit that had short sleeves (I'm easily impressed) and I figured I'd make a Bizarro skin for it...
Image
...which I did a couple years ago, you've probably seen this guy in a lot of my screenshots.

As with all the Bizarro skins I've made...
Image
...it has unusual team colors, though not as bad as some of the others.

In this case, it's only his pants.
https://www.mediafire.com/file/gjfys1h7soq6fp7/Soldier_Bzero.zip
Enjoy!

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Oct 2023, 02:39

CTF-UTDM-BorderPatrol2
What we have here is an exceptionally large map, based on a border theme though I don't know that's it's designed after a specific border anywhere in the world.
Image
There's an actual border access area (Right Way) and various other ways to get across (Wrong Ways?)...

...that's a bit of border humor.

Original version had no pathing, but Nelsona fixed that... as much was possible, but there's a lot of areas where that is distinctly not possible.
Image
Like that there which is both underground and underwater, and bots get stuck down there every so often.

Still, it's very fun.

Map isn't overly stocked with weapons. They're there but fairly sparse given how large the map is.

Additionally, each team has a UTDMS & UTDMT and to keep them from wandering off, I added a bit more of a security measure.
Image

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

Enjoy!
https://www.mediafire.com/file/l09tt3am331dhbi/CTF-UTDM-BorderPatrol2.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 29 Oct 2023, 21:32

CTF-BW-Cannons-HallOfGiants-II
It's been said that flying is an unfair advantage in-game. That being able to fly, especially in team games, unbalances things.

Personally, I think that's crap.

Because if one team or player has access to flight then it stands to reason that all players or teams have that same access.
Image

This map uses Bat-Wings and it has a lot of open sky to fly around in. Bases are way up top, the eggs for the Bat Wings (they respawn quick) are in front of the flags.
Image
If you've not used them before, you hit "crouch" in order to flap the wings. Flight isn't very fast but you can take boosts of momentum from whatever you were doing prior to flight.

Taking a running leap works pretty well, or flying outta those tubes on the lower levels.

They also make it a lot easier to survive any fall, no matter how big a fall it is. Just 1 flap before you smash into the ground and you're golden!

To further ensure it's not all terribly too easy...
Image
...each base has 2 cannons, one near the flag and another on the underside for sneaky flyers.

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

Enjoy!
https://www.mediafire.com/file/4t4d6nitov5jo19/CTF-BW-Cannons-HallOfGiants-II.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 802
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
Contact:

Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 01 Nov 2023, 22:33

Unreal Gods in MH
Much as I originally intended not to make multiple versions of the GardenOfDeath map, it's rather ideal for numerous reasons (except for the long walks, according to paperCoffee) not the least of which it has nearly 30 creature factories... and yet, I did.

As far as it goes, UnrealGod.u might well be one of the best monster packages for MonsterHunt that's out there.
Image
The package is unique in that while it has the normal monsters common to Unreal, it randomly generates different versions of them. Picking any one monster and setting it to a creature factory will pop out that monster but in varying heights and builds and all with different projectiles or weapons.

I initially made a standard version but later another with Xvehicles:
Image

Not all of them are so random, like a rather large version of Pupae that jumps really high and can crush players. Otherwise though, that's a standard thing for the most part...
Image
...but it makes a for fine challenge all the same.

Plus, every monster drops a wide range of items when killed.

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

Enjoy!
https://www.mediafire.com/file/h0grzceh61cqpry/Gods-in-Garden-of-Death.zip

Previous Next

Who is online

Users browsing this forum: No registered users and 4 guests

Copyright © 2001-2024 UnrealSP.org

Powered by phpBB® Forum Software © phpBB Limited