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Re: evilgrins Maps & Skins Megathread

Posted: 05 Feb 2021, 23:21
by evilgrins
DM-UTDM-EwokVillage

I'm a big booster in the belief that geek themed maps should have themed weapons appropriate to whatever fan base the map is themed on. As this is an Ewok village, that's Star Wars... and as it happens I've got 2 Star Wars themed weapons.
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There are about 5 Ewok maps I'm aware of, as I have them, but most of them don't involve combat on all levels. This map has combat above in the tree village and down below on the ground, though the gravity is at normal levels it is possible to survive the fall from top to bottom if you've got full health.
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There are 4 UTDM (Unreal Tournament Deathmatch Monsters) on this map. 1 Warlord above and 3 Skaarj Berserkers below, though they don't necessarily stay at those levels. Obviously the Warlord flies and the Skaarj can use the elevators below to access the top. Typically when I place monsters on a map that have projectiles, I switch those to match the primary weaponfire. Warlord has blaster fire but not the Skaarj, as they kinda do akimbo bursts with their claws but this particular projectile doesn't work well with how they shoot. Skaarj blasts cross over on the way to the target and blaster fire doesn't pass through itself, so that limited their range significantly.

Seemed simpler to let the Skaarj have no projectiles and stab players to death.
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Combat can be fairly intense: players vs players, players vs monsters, & monsters vs monsters. So should be a lot of fun on all sides.

Weapons on this map are the Imperial Star Wars Shockrifle & lightsaber.

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

Enjoy!
https://www.mediafire.com/file/ru4zats1pbopifg/DM-UTDM-EwokVillage.zip

Re: evilgrins Maps & Skins Megathread

Posted: 10 Feb 2021, 02:23
by evilgrins
DM-UTDMS-Arena6

This is a censored version of one of the maps provided by the mapper known as Pornstar.
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I found this guy's stuff awhile back, great maps but he plastered porn all over the place, some in picture frames where it kinda made sense but often on virtually every available surface. More than that, I later learned he didn't make the maps himself, he was an editor similar to me... but unlike me he eliminated all the info of the actual mappers and credited himself entirely.

That is not cool, and I've had not much luck tracking down the original mappers that made these to re-credit them.

Anyways, this is an arena style map with a vaguely coliseum theme and underground passages. Stay on your toes, Bob can win too.

I replaced the porn with Skaarj portraits from ut2004.

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

Enjoy!
https://www.mediafire.com/file/9im2drrcyw5azoq/DM-UTDMS-Arena6.zip

Re: evilgrins Maps & Skins Megathread

Posted: 21 Feb 2021, 19:24
by evilgrins
CTF-UTDM-BadNeighbors

It's problematic on a moral level to decide what to delete from the LevelInfo part of a map edit, because I like to credit the original mapper as well as whoever assisted me on the map edit (even though Nelsona repeatedly tells me I don't need to credit him... I do anyway) but as so many UT sites no longer exist I frequently debate whether or not to leave the no longer existing website's details the original mapper had at the time they made the map.

Anywho..
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...this is a symmetrical map, identical bases using a basic castle structure. The central area of each base houses the flag, all the various weapons and ammo, plus armors and whatnot are all there. There's a few teleports to gain access to specialized gear, like the redeemer that's at the top of the central structure.

I put a UTDMT in the fenced off area in front of each castle, so it has a wide range to throw boulders but is fundamentally stuck in that pen. Inside each castle proper, there are 2 UTDMS. In keeping with the castle theme, I switched their projectiles to arrows.

The map had random monsters already on it, sharks in the river/moat between the bases, nali cows (which birth baby cows) all over the place, and Nali Priests in a centralized cavern beneath the map. All of those had insane amounts of health, which is fairly common as most monsters do not respawn and mappers that like to use monsters want them to survive awhile. That being said, I brought the health levels down significantly... they're still high but it's possible to kill them now for anyone that wants to spend time doing that.

The cavern below the map was filled with Nali Priests, about 15, but I removed them. Switched them with a few things before settling on more UTDMS...
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...5 to be exact: 2 on Green, 2 on Yellow, and 1 spare for the heck of it.

There are paths leading down to the cavern on the far right and left of each castle, as well as teleports on the far ends of the moat along side passages. So players can get down there but UTDMS can also get out and onto the surface. I gave most of them standard Skaarj projectiles, which Skaarj are immune to, so down there is a constant battle and any player that heads down there runs the risk of being shot or stabbed. The extra UTDMS with no team affiliation I gave Skaarj Queen projectiles, which can kill other Skaarj, because he's got nobody on his side and I felt he needed an edge.

While folks from numerous forums were helpful in providing names for me to use on Skaarj · https://unreal-games.livejournal.com/144928.html · I wound up naming most of the UTDMS on this map after the original mapper, Nelsona, and 4 random players on the ut99.org forum.

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

Enjoy!
https://www.mediafire.com/file/kb7ryh3rhplcr66/CTF-UTDM-BadNeighbors.zip

Re: evilgrins Maps & Skins Megathread

Posted: 24 Feb 2021, 23:57
by evilgrins
CTF-Cannons-TOXIC-REDUX-[SLV]

Ever since I edited that "Jets in Space" map I've learned 2 things:
· I love maps with flying vehicles.
· I am a terrible pilot.

A lot of forums that use any of the flying type mutators, that swap redeemers with something players can ride, I've noticed from the videos they post that they don't tend to feature much in the way of competition. It's almost as though the primary focus is to make maps for the videos but not for any opposition to face off against. So I've been looking for maps that could be ideal for such scenarios...
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...and here we are!

This is an edit of a map by R3plicant. Original is here:
https://unrealarchive.org/maps/unreal-tournament/capture-the-flag/R/ctf-r3p-toxic-redux-slv_65ad82be.html

I may do further edits with UTDMmonsters, but for now this is sufficient. Each base has a ut2k4 cannon guarding the flag and, thanks to Nelsona, this map has both bot-pathing and SLV-pathing, the latter of which is mostly for the bots' benefit. Not that you'll see bots take the flag while flying, but I have seen a bot run to the enemy base, get the flag, and then launch SLV to fly back to their own base and tag it up.

This map is most ideal for mutators of SLV (StrangeLove) but it can also handle RX (Rocket-X) and even Rosebum's Flying Saucer (Alien-X) if you have it...
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...which I do!

Like I said, I'm not a great pilot but there's enough room on this map that I can largely avoid crashing into anything. Map is a little longer/wider than HallOfGiants and that suits me fine. There are tunnels below and above that are linked with Warp Zones.

All in all, I think this is an ideal map for those that love to fly...
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...but I'd appreciate some actual pilots to give it a go and let me know for sure.

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

Enjoy!
https://www.mediafire.com/file/g7hdvmio2xn62sz/CTF-Cannons-TOXIC-REDUX-SLV.zip

Re: evilgrins Maps & Skins Megathread

Posted: 03 Mar 2021, 07:17
by evilgrins
Twin Valley maps for CTF

The first time I recall Nelsona using "monster-pathing" was for his edit of a MonsterHunt map I've edited like a guhzillion times; most of you probably know which map I speak of. I only mention as these 2 recent edits both employ the pathing he uses for the UTDM-monsters, and it often reminds me of that first time.

These are 2 edits of the same map, sort of. One of the two I edited was an edit of the first one... so really I edited the original and then edited someone else's edit of that original.

These are what I edited:
· https://unrealarchive.org/maps/unreal-tournament/capture-the-flag/T/ctf-twinvalley_f40449a4.html
· https://unrealarchive.org/maps/unreal-tournament/capture-the-flag/T/ctf-twinvalley-_c04fab3a.html

I altered the 2nd edit a few times, the 1st I only had UTDMT at the time I first edited it. When I got the UTDMW & UTDMS and had made more skins for all of those, I made further edits.

CTF-UTDMT-Cannons-TwinValley
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What we have here is 2 standard multi-level bases, partly built into the mountain off to the side, with a ut24k cannon defending within and a Titan walking a regular patrol route that takes it into the base and the surrounding areas outside. If the Titan detects a threat, it will chase it down to the best of its ability, provided something else doesn't kill it first and/or an obstable gets in its way that it can't get around... after which it will return to its patrol route.
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Combat is fairy intense, though there's a lot of long lulls between as there's a lot of ways to get to each base and they're not exactly right next door to each other.

CTF-UTDM-Cannons-TwinValley2
This map has the same basic setup as the other one, with a few notable differences...
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...the ut2k4 cannons are located differently with higher yield projectiles. Each base is defended by a Tiny SkaarjBerserker (smaller a UTDM-monster is the easier it follows pathing) and there are 2 UTDMW on the map, "Gorgons" that're not on either team.

Combat is all over the place. Warlords fight each other and players, the Skaarj defend their territory and pursue threats that breach their areas, and while the cannons defending each base (same as on the other map) only attack those not on their assigned team... they can kill anything they shoot, so occasionally they kill their own teammates too.
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As an added twist, the Warlords can take the flags. Though tiny they've got a lot of health, there are redeemers on the maps to compensate somewhat... but it's handy to play with bots as they will actively go after them... as will the UTDMS.

I love this kinda chaos, makes for more interesting play.

Usual Suspects:
.u - /System
.umx - /Music
.unr - /Maps
.utx - /Textures
.png - Pwetty!

Enjoy!
https://www.mediafire.com/file/kq7mtq2eefrzxlp/TwinValley-for-CTF.zip

Re: evilgrins Maps & Skins Megathread

Posted: 15 Mar 2021, 02:35
by evilgrins
DM-UTDMW-Alcove

This is another edit for one of the maps pornified by the map-thief (so named as he deleted all the original mappers' info) known as Pornstar.

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What we have here is an arena styled map with 5 weapons on it, with a not so quite bottomless (still far down enough to kill you) pit in the middle. There's a UTDMW on the map, as most of my edits of his maps will likely feature at least one of those things, and this map took some work.

· I replaced all the porn he had all over with default UT textures.
· Nelsona did pathing upgrades to the map.
· Anubitek rebuilt the skybox.

It's possible for the UTDMW/Warlord to win, but you don't have to make it easy for him.

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

Enjoy!
https://www.mediafire.com/file/4wgy2y2ixbi7qb2/DM-UTDMW-Alcove.zip

Re: evilgrins Maps & Skins Megathread

Posted: 22 Mar 2021, 18:23
by evilgrins
CTF-UTDMT-Cannons-ESF-River

The first maps that were made by players for UT didn't really have much on them in the way of pathing for bots, thus risking the ire of bots and leading to conflict... did no one ever learn anything from the Terminator series? This map was a bit more than bare when I found it, no weapons or health or armor or anything really. Simply 2 wooden walls to pass for a base and flags and that's it.

So I went to work...
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· Whole compliment of weapons, except for the snot gun.
· Health and armor and ammo and other such stuff.
· 2 UTDMT, 1 for each team.
· Cannons for each base armed with snot, angled at the flag so they don't start shooting until someone from the other team gets near the flag.
· Team colored the base walls... because team bases need identifiers of some sort in my book.

Had Nelsona add bot pathing, and a bit more. He used monster pathing for the UTDMT... for some previous edits he's more than a few times (possibly to be silly) used pathing that would enable monsters to take the flag and return it to their base. Usually I shut those down for any number of reasons, but I'd been looking for a map for him to actually do that on and this seemed ideal. A slow moving target to be sure, but the UTDMT on this map can take the flag and score. Provided they get past the other players and the cannons firing toxic snot, it is possible but don't expect it to happen too often.

Now, for those of you that play SLV/RX... while there are redeemers on this map I don't think it's necessarily a great idea. Don't get me wrong, I'm a terrible pilot and much better pilots couple probably handle it okay.
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There's certainly enough open air that it's feasible, but I couldn't do it.

Up to you.

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

Enjoy!
https://www.mediafire.com/file/n7uwdormzeqlq8i/CTF-UTDMT-Cannons-ESF-River.zip

Re: evilgrins Maps & Skins Megathread

Posted: 24 Mar 2021, 00:29
by evilgrins
CTF-UTDM-Cannons-Slime
Maps I find with issues I feel a strong need to fix... and do other things to.

This is an arena style map, but not a small one. It's also a template, I found numerous versions of it with different sky-boxes and different surroundings. Pathing seemed basic, so I had Nelsona fix that and tinker with some other issues. Like the teleports, but I'll get back to that.
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Because the map played so quick, I added distractions. Cannons first, UTDM-monsters next. On average that increased play time from 2 minutes to either 5 to 13 minutes.
· Added cannons with projectiles from MH4evever.u as they have a large splash effect and team colored firepower.
· Added UTDMS & UTDMW, each with other than their standard projectiles. Dispersion-3 for Skaarj, U1 rockets for Warlords.
· Changed textures for the lamps, generic and darker for the unaffiliated, team colored for those nearer the flags.
· While not that big, team-colored "BASE" behind each flag up on the outer wall.

Originally there were teleports setup on the top of all the lamps, but they weren't setup properly. There was no destination configured. I assumed they were to get players to the upper ring, where all the health and power ups are; ground level only has weapons and ammo. Nelsona setup TeleJumpers for the bots...
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...so they can use translocs to get up to the top of the lamps and then up to the upper ring:
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Players can do the same.

Cannons make things trickier too, due to a flaw in them (which SilverSound has corrected but I don't have that upgrade yet) while they will target anyone from the opposite team, that're about near the center of the map, they can kill players on their own team. Adds a level of paranoia to the game, because you have to play while also being aware of the potential DEATH FROM ABOVE, which is fairly constant.
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Overall play is intense, there's nothing to duck behind. You have to play hard and fast and snipers may have fun here, ducking behind the lamps is not the best defense point... though they may have better luck upstairs.

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

Enjoy!
https://www.mediafire.com/file/fegxvkfsauasy4q/CTF-UTDM-Cannons-Slime.zip

Re: evilgrins Maps & Skins Megathread

Posted: 25 Mar 2021, 18:48
by evilgrins
Kraven the Hunter
I've had the textures for this quite literally for years, close to a decade. It's a set of uncompleted textures provided by Chris Ollis, for one of his various superhero/supervillain skins that have no team colors. Mostly I've only ever used it to put on a playerbot to some map edit or other where I wanted to add the extra random element... but for some reason tonight, I finally gave it all team colors.
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I decreased the color intensity on the pants, it used to be as bright as the lion on the vest but that seemed unnecessary. Fairly basic color scheme, only on the pants.

Enjoy!
https://www.mediafire.com/file/hfos37bfl3fdqqf/Soldier_Kraven.zip

Re: evilgrins Maps & Skins Megathread

Posted: 03 Apr 2021, 04:26
by evilgrins
CTF-UTDMT-WOLF-vs-MAN
This is an edit of a map from the Killer Whale Clan, their mapper does some amazing work and I am in awe of a lot of his maps for their creativity or just plain weirdness.
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What we have here is a very simplified map in a low gravity environment. Initially the map had no weapons or health or any pickups at all, but I felt it needed it so I added all the trimmings. As well as 2 UTDMT, 1 to each team; map is Wolf vs Man so I named them Wolfy & Manny.

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There's just enough space for them to move about freely, and they match the decor... what there is of it.

Ths is a fun map.

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

Enjoy!
https://www.mediafire.com/file/fpnvefr6apuiddy/CTF-UTDMT-WOLF-vs-MAN.zip

Re: evilgrins Maps & Skins Megathread

Posted: 12 Apr 2021, 00:02
by evilgrins
Webheads
That black bodysuit I made for that TRON project I never finished, and may never get back to, is awful useful for using in other skinning projects. From the X-men skins to one of the Bizarros, it's the gift that keeps on giving.
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I've long been trying to work out a way to do a good skin for Spider-Man. The problem I kept not being able to get around is that the Male Soldier model doesn't do team colors on the arms, and that has stumped me for years. The Spidey-Trek skin and the Spider-Gorn skins were attempts to work my way around this, but nothing ever quite clicked in my head... until last night's bout with insomnia. It seemed so obvious when it popped into my head, there's nothing saying the arms have to be completely in the costume.

Idea: a few seconds.
Build time: Roughly 2 hours, lots of little breaks as I edited some things and looked for other stuff I needed.
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All 4 team colors, 10 faces, talk textures for each face.

Funny thing if my internet hadn't up and died last night, I might never have even started this (or had the thought that got me going) if I could've gotten online.

Enjoy!
https://www.mediafire.com/file/168x5y882bxedoq/Soldier_Webhead.zip

Re: evilgrins Maps & Skins Megathread

Posted: 12 Apr 2021, 10:42
by evilgrins
CTFM-UTDMW-SpaceNoxx
The prefix CTFM is a variant on CTF4, and this map will require either MultiTeamCTF or CTF4 to be played. An open number of space platforms, for very intense but tricky play.
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Map has 4 redeemers and enough room for talented pilots to do this with SLV/RX, but for more standard play snipers will probably have a field day here.

Warlords and cannons on the map are using projectiles from the MH4ever.u which has team colored firepower in it, which is handy but also extremely powerful.
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This is not a map to hold still on for very long, because not only is the firepower excessively strong, the splash effect is wide.

Well, except for normal players... most powerful stuff for you lot are the redeemers.

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

Enjoy!
https://www.mediafire.com/file/y62cvozzw3jj9zs/CTFM-UTDMW-SpaceNoxx.zip

Re: evilgrins Maps & Skins Megathread

Posted: 12 Apr 2021, 10:42
by evilgrins
CTF-UTDM-Cannons-SandF
This is an edit of a map Silver Sound made to display cannons that were imported out of ut2004 for ut99.
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Cannons are only on the Blue Base, and initially to even things out I put a UTDMT on the Red Team named "Red Cannon". There's been other tweaking between then and now, from me and others, while SilverSound continued to work on the cannons.

There's a slight glitch in the cannons. While they will only target players on the other team, they will also kill anyone on their own team if they happen to fall within the field of fire...
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...I chatted with SilverSound a couple months ago. The glitch has been fixed but the new version isn't ready for release yet, apparently.

Bots don't like being shot by their own team's cannons, and when shot by the aforementioned cannons they tend to shoot back.

Because the teams were completely uneven, the UTDMT & UTDMS that're on the Red Team constantly gave them 2 extra players, I decided to adapt something I've been toying with found on 2 of ZenCoder's maps.
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The Blue Team has 2 extra players also, in the form of a U1 playerbot and a ut99 playerbot. No, they're not on the Gold Team and they're not both listed as PLAYER on the score board. ZenCoder's adapted script, I can't code but I cut & paste with the best of them, alters playerbots for team play... no more skilled than any summoned playerbots.

Anywho...

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

Enjoy!
https://www.mediafire.com/file/5bkvwcbhil00aw4/CTF-UTDM-Cannons-SandF.zip

Re: evilgrins Maps & Skins Megathread

Posted: 30 Apr 2021, 11:15
by evilgrins
Ultraman
Virtually every series has some version of a Mirror Universe, where their evil counterparts exist.
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In DC Comics, the Justice League of America's evil counterparts exist on Earth-3, which is often in the Anti-Matter Universe, where the moral structures are completely flipped. There the Crime Syndicate of Amerika hold sway and keep the world in a state of terror.

The CSA's Superman is known as Ultraman... he's had a lot of costumes, and I finally noticed one that was adapable for UT.
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I added a belt, though most of his outfits don't have one. Almost added team colors to his chest symbol, but opted to leave it as is.

Enjoy!
https://www.mediafire.com/file/0t5dfpy3oit4t2s/Soldier_Ultraman.zip

Re: evilgrins Maps & Skins Megathread

Posted: 01 May 2021, 04:36
by evilgrins
CTF-Cannons-ArcticArena
I didn't get into UT forums, didn't even know they existed, until 2011. Since then I've joined many and plundered dead forums for anything good that never seems to make it out to the rest of the UT-community.
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http://fragunit.com/forum/index.php has been fairly dead for awhile, with a little activity every so often, and this map I found there. It's beautiful, but it had issues:
· Bots spawned in on the outer islands didn't really have any means to get to the play area, most often falling in the water and dying.
· Walls on either side were all marked red, even on the blue side.
· Observation booths with no observers in them.
· Other assorted pathing issues.

I placed observers in the various booths, Skaarj on one side and Nali and Mercenaries on the other. View isn't great from the players' perspectives, but it looks like they're busy up there...
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...and I clothed the Nali, they always seem so unhealthy. Got the skins for their outfits from a project Leo(T.C.K) presented awhile back.

Nelsona enhanced the bot pathing and installed custom jump-pads where needed on the islands.
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Combat in the center is interesting. I installed auto-cannons on the left and right sides of the play area, assigned to neither team. Players need to get to the middle area as that's where the flags are and dodge fire from both sides while also fighting memebers on the opposing team.

Should make things fun.

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

Enjoy!
https://www.mediafire.com/file/beggnjtaoc7l331/CTF-Cannons-ArcticArena.zip