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evilgrins Maps & Skins Megathread

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

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User avatar evilgrins
Skaarj Warlord Skaarj Warlord
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Subject: CTF-UTDMS-EliteArena

Post Posted: 30 Sep 2020, 20:18

I'm fairly well known for loving to edit UTDMT (Deathmatch Titans) & UTDMW (Deathmatch Warlords) onto maps, but I recently found a Skaarj version and I'm still working out what it's capable of.
Image
1st off, I gotta start making skins for the thing... because that's a necessity when assigning them to teams. Got some basic ones done already, but I'll need more over time.

Unlike the Titan & Warlord versions, it has slots for messages to say but they're all blank. Like the Warlords it has options to customize its projectiles, I tend to opt for the TazerProj as it's the closest thing to the Unreal2 Skaarj projectiles and I can't use its default projectiles as Skaarj are immune to their own blasts; not helpful when they're fighting their own kind.

I may have to do a separate post for that somewhere along the way, to go along with my previous how to customize UTDMT post. Most of the things I tend to take for granted in the other 2 versions that are either different or not activated in the UTDMS version.

Picked a fairly basic map with a lot of open area:
Image

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

Enjoy!
http://www.mediafire.com/file/7w5bqg2if1wu28l/CTF-UTDMS-EliteArena.zip

User avatar evilgrins
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Subject: CTF-UTDMW-BW-BOTL

Post Posted: 17 Oct 2020, 05:42

Since I did an edit of CTF with 2 space stations with multiple flying vehicles, including bat-wings, been getting a number of bat-wing related requests. So, here...
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Personally I'm not a huge fan of woot maps. While I like the occasional jump-pad I really don't enjoy them being the primary means of getting around, although they're kinda fun to watch when bots play them and there's UTDMW on the map. Nothing stops the easy bouncing around so much as something flying directly in thir path. Although in this case there's not too many jump-pads, I like playing in here; it's more of a general pet-peeve.

I added 1 Warlord to each team and each base has one egg (2nd level, outside near the middle). Once you've got an egg you can fly by hitting whatever key you've got setup for crouching A LOT, though using the jump-pads for extra thrust can make your flights a lot faster.

Frankly I felt the bat-wings were necessary long before I even knew they were available. There's a bridge on this map that the uppermost part is impossible to reach without them, unless you're a Warlord...
Image
...as there's power-up items and a redeemer up there.
Usual Suspects:
.u - /system
.unr - /maps
.utx - /textures
.png - Pwetty

Enjoy!
http://www.mediafire.com/file/mjigeayozhjuswh/CTF-UTDMW-BW-BOTL.zip

User avatar evilgrins
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Subject: evilgrins Maps & Skins Megathread

Post Posted: 20 Oct 2020, 04:48

Loosely based off an original superhero from DeviantArt, it has full team colors and 5 faces.
Image

Image

Enjoy!
http://www.mediafire.com/file/8apsn7ukmua1av9/Soldier_Roach.zip

User avatar evilgrins
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Subject: The Sentinels have returned...

Post Posted: 22 Oct 2020, 06:55

Anybody who's a fan of the X-Men no doubt is aware what Sentinels are. Giant mutant hunting robots that track down mutants, capture them, and usually execute them. They've been around almost as long as the X-Men themselves and they've gone through numerous upgrades in all that time.
Image

I was originally going to go with purple sheathing on the legs, but opted out at the last moment. Couldn't get it to match the other hue of purple on the rest of the skin.
Image

Enjoy!
http://www.mediafire.com/file/9q2mn2lcabvsahd/Soldier_Sentinel.zip

User avatar ividyon
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Subject: Re: evilgrins' Skins Megathread

Post Posted: 22 Oct 2020, 20:18

Hi evilgrins,

after repeated calls to understand the purpose of this forum as a single-player focused board, you keep posting a new thread for every skin you make, even when they are for UT player models which serve little to no purpose for the sake of single-player mapping.

I even began delivering forum warnings about your consistent misuse of the forum. I know you copy-paste these threads 1:1 from UT99.org and other forums, so it's not even unique content for the platform. I have great reason to believe you really have zero care for the subject matter of the community.

Therefore, please follow makemeunreal's example and keep your creations to a single thread. While your skins are nice and I am fully aware you're a nice person, your content just simply doesn't carry the weight that warrants your domination of several subforums here.

Thanks!
UnrealSP.org webmaster & administrator

User avatar evilgrins
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Posts: 623
Joined: 31 Oct 2011, 10:41
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Subject: Re: evilgrins' Skins Megathread

Post Posted: 23 Oct 2020, 01:19

I'm not trying to be a pest and will abide by this, though it seems weird.

I do play SP in ut99 so the skins I post here can be worn in that, but other than that when i first started posting here I looked the forum over. Now much of the old content is seemingly no longer accessible, because the forum can't scroll back like it used to and the ego-search to see one's own posts no longer functions, but there were skinning threads before i started posting mine and the folks that did those made different threads for different skins.

I'm not the only person who makes identical posts to different forums, so I feel very singled out by this... but it's your forum so I will do what I can to abide by your rules.

To be be clear, you want me to include all my map edits to this thread as well?

User avatar ividyon
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Subject: Re: evilgrins' Skins Megathread

Post Posted: 23 Oct 2020, 11:09

My concern here is to maintain the identity of the site. UT99.org is the vastly more fitting community for UT99 deathmatch content. Player skins are not a concern for SP campaign gameplay (playing DM with bots does not constitute an SP campaign/level). Bot enemies that might make use of these skins are also a very niche edge case in single-player mapping (ex. final levels of 7 Bullets), and it is safe to say that your skins won't aid in crafting compelling SP narratives.

So if you were to create a new thread for every single edit you make to UT player models, this would unbalance the appearance of this forum. Content Creation is intended to facilitate Unreal single-player mapping, modding, and to aid in the creation of new content for the community.

Specifically, this is currently an issue due to low activity levels on the site. While, during more active times, the regular volume of content might have balanced out these small threads, this is currently not the case. With that, there is a threat of washing away the relevant content and pushing it to Page 2, which is not something I want for prospective readers, visitors, lurkers. I don't want the impression to be made that all UnrealSP's modding community has to offer is UT player skins.

As for your maps... I'd simply ask you to take a look into the Multiplayer Matters forum, and take note of the fact that genuinely 70-80% of it is your threads alone, with very low response rates. Even then, viewing those threads, the majority is "bite-sized chunks of content", minor edits to existing maps, or edits to existing skins. I've had to consider that forum a "quarantine zone" for your content over the years, and that's a worrisome development. I will think about compiling all your minor threads there into a single one, as well, because that will bring a lot of cool things by other people back to Page 1, giving others a fair share of visibility.

In regards to "singling you out"... you have a literal choke-hold on several[1] entire[2] forums[3] all by yourself. I don't see any grounds for comparison to any other user. I appreciate a die-hard fan with enthusiasm, but when I can't visit any UT community without having to filter through dozens of your threads I've all seen before, it's not cool. I would rather not submit UnrealSP to the same fate.

As for technical forum issues etc., these are all a problem and I hope to be able to address them eventually. This is detailed in many long threads in Site Speak.

EDIT:
Due to the MP nature of the skins in this thread so far, I have moved this thread to Multiplayer Matters, as well.
UnrealSP.org webmaster & administrator

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

Post Posted: 24 Oct 2020, 13:42

CTF-UTDMW-CrystalRocks

In any given CTF map there's a few things I look for, but the biggest one is the playability of the bots. Because I don't play online as much as many others do so I need bots that can provide me a good challenge as well as potentially win the game. Not that I think there's a vast conspiracy or anything of mappers that design maps where bots can't do that great a job but I do find a lot of maps that seem designed, by overlooked gaps in pathing or a general non-fondness for bots, to prevent bots from scoring any flag captures.
Image

I've added Warlords to this map for every color of raw crystal displayed (Terraniux made this map and he likes crystals) and though this isn't a CTF4 map there is a Yellow Warlord and a Green one too. Adds an additional challenge for their unpredictability as they make war on each other as well as everyone else on the map. Plus, depending on how things go, they often wind up far out of shooting range but firing at each other high above where players are and that's kinda pretty.
Image

Map has a lot of jump-pads though it isn't a w00t map; think the qualifier for w00t is an INSANE NUMBER of jump pads. It's a sizable playing area of floating bases and a center island in space. Nelsona fixed the pathing so bots actually can score points, though admittedly playing standard 2 team games with 4 players to a team was enough of a challenge before with all the combat going on in there.
Image

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

Enjoy!
http://www.mediafire.com/file/yt29kfvp2kwx4o0/CTF-UTDMW-CrystalRocks.zip

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

Post Posted: 28 Oct 2020, 04:16

CTF-Drakk-HallOfGiants

For those that didn't play Unreal2, the Drakk are a techno-organic species that incoporate other species into their technology. Unlike the Borg assimilation process, Drakk tear other species to pieces and put them back together in whatever manner they find useful. So, given the background story on the original HallOfGiants map was that it was a Skaarj structure Liandri took over for the games, who's to say the Drakk didn't find something similar?
Image

I got the textures for this map from here: https://unrealarchive.org/maps/unreal-tournament/deathmatch/L/dm-lp-drakk_c3cc5d42.html. That map was an edit of an old Skaarj-themed map just as I did here, so it seemed appropriate. I've debated making a .utx for others to access them, but some of the textures are 512x512 and require resizing for specific usage.

Pretty sure I covered everything, literally and figuratively, but it's likely I missed something somewhere.

This is an edit of the original CTF-HallOfGiants map, so the only really high playable area is that one in the middle. Though there's still plenty of room with all that open space up there for SLV/RX action... though the only redeemer on the map is on that center raised bridge... not to mention the flags are not in an ideal spot for someone to swoop down, scoop them up, and pull up in time to avoid crashing.

I've incorporated the ut2k4 cannons, 1 to each base (originally had 2 but it turns out they will shoot each other too) with Skaarj Queen projectiles; kinda close in appearance to Drakk weapon-fire.
Image

Skinned them with Drakk textures.

As most know, HallOfGiants is my favorite map, and 1 thing I loved from the ut2004 versions was that the inside of the tubes were team colored... so I edited them up that way here too.

I was originally going to place experiment pods all over the map, with various monsters and other things inside, similar to how they were on the map I got the Drakk textures from... but decided not to. Although, I may edit this again for Deathmatch or Domination... so I can revisit the idea then if I choose to.

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

Enjoy!
http://www.mediafire.com/file/9rq1olp4a6u3c7l/CTF-Drakk-HallOfGiants.zip

User avatar evilgrins
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Joined: 31 Oct 2011, 10:41
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 09 Nov 2020, 07:33

CTF-UTDMS-Romra

This is a fairly simple and straightforward floating platform CTF map in Earth orbit. Under normal circumstances for such an environment I go with UTDMW, but this time I went UTDMS instead.
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Now, despite the playable area being fairly small, the overall size of the entire map is rather ginormous. There's an insane amount of empty around the platform, and even though there's only the 1 redeemer...
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...that means there's plenty of space (no pun intended) for SLV/RX.

Each team has 2 SkaarjBerserkers, and I had a little fun with the messages for people that fall off the platform.

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

Enjoy!
https://www.mediafire.com/file/cmwwgq89afcauvt/CTF-UTDMS-Romra.zip

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

Post Posted: 29 Nov 2020, 04:23

MH-BW-SkyWars

Since I used the Bat-Wings in an edit, I've gotten some requests for more... so I've been looking. I've seen this map with both RX and Qjets, seemed fairly ideal:
Image

Starting area is on a small floating island, with all the weapons needed and eggs, the monsters are on a much larger floating island. You fly over and fight your way into the structure, kill a large titan with a lot of health (though I lowered that significantly from what it was), get back outside, fly down and around to the underside of the island to enter a hangar where the final boss/queen is, and that's about it.

Spawnpoints update further in.

Nelsona pathed it so bots can fly from the starting area to where the monsters are, without needing to follow anyone. I switched around some of the monsters, as there was unnecessary repeating all over the place... and it didn't seem right to have Warlords inside when there's all that open sky to be flying in.
Image

There's 1 room in the base that's essentially setup for BunnyTrack, to get access to the Creepinator... a QuadShot with rockets.

I may do an update to this later, with weapon swaps and different monsters. Also to replace the generic cannons around the base with ones that actually shoot at players.

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

https://www.mediafire.com/file/u53w5shfxb0mc2o/MH-BW-SkyWars.zip

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

Post Posted: 06 Dec 2020, 02:58

DM-UTDMS-Barn

Part of why I'm delayed on certain projects is I rarely work only 1 thing at a time. Kinda scatterbrained like that, which is why I'm lagging on 7 different skinning projects at the moment (only 3 of them are my own) and I'm actively making edits to about 40 different maps. Bopping back and forth to each project, doing a little here and there, until finally stuff gets done.

Image

As I've mentioned prior, here and there, I found a large number of maps by a "mapper" who calls himself (admittedly gender assuming there) Pornstar. The maps are quality pieces but he splashed porn over all of them, and not with any rhyme or reason. Sometimes only a little, sometimes he practically paved nearly every surface with porn. Now, don't get me wrong... I love porn, but in mapping it should make sense where it's placed and none of it existed with his maps. Moreso after I recognized a couple maps and noted they weren't all made by the same mapper.

It seems Pornstar took maps from other mappers, erased all of their information from the maps so it's nearly impossible to identify (and I've been looking) who made the original maps.

So, I've been censoring them as best I can. In some places replacing textures, in others black-boxing the naughty bits. Hasn't been as easy as I initially planned because on some maps he built structures for some of the porn to be placed on and if I remove that it destabilizes the map and causes BSP-Hell.

My original plan was to censor/fix them all and then re-release them in a map pack... but as stated above, I get a wee bit scatter-brained on this kinda stuff.

Image

This is a tightly packed arena sized map, lots of places to duck and cover, a few places to get stuck in with no way out until somebody kills you. Barney (named for silly reasons) is a SkaarjBerserker firing deadly razor-blades all over.

My initial experience with ut99 (been playing it since it was first released) largely involved a mutator called Monster Madness which I loved as it put monsters into the game that could score and potentially win; MonsterHunt didn't exist yet at that point. Which is why I enjoy GorGor's Unreal Tournament Deathmatch Monster (UTDM) creations as they're kinda sorta big bots in monster form and can win games if you're not careful...

...and I've largely been using my fixes/censors of Pornstar's edits to give the Unreal Tournament Deathmatch SkaarjBerserker a place to roam.

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

Enjoy!
https://www.mediafire.com/file/ubvhfycrsj3z2rh/DM-UTDMS-Barn.zip

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

Post Posted: 23 Dec 2020, 12:30

Mush Man
Took generic UT textures, with a bit of eye work, and slapped them together. Overall build time about 20 minutes, with another 5 for troubleshooting as the arms and head didn't show up right the first time.
Image
Editing tools: Microsoft Paint and Windows Notepad, ThumbsPlus for graphic conversions... it's easier to edit on .png files as True Color, then back to 256 Colors .pcx files.

Making UT skins that're not at all detailed take virtually no time. The more detailed ones take a bit longer, especially when I'm moody... and a pandemic is very much a moody time.
Image
I give you the Mush Man, as it looks mushy.

Enjoy!
https://www.mediafire.com/file/1kk4xqam5fu3t69/Soldier_Mush.zip

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

Post Posted: 25 Jan 2021, 04:09

Tundra maps for CTF

I got this map awhile back, it looked ideal for UTDMT but it also needed a lot of help. There were no weapons, no health, no armor, no nothing. Sorta got the impression it was intended for a specific weapons mutator, but none was specified...
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...so I added all of that.

Also added a couple snow textures as what was there originally was kind of bland.

Nelsona pathed it for me, as what was there initially was not particularly great... which isn't that surprising. Not all mappers are appreciative of bots, which is why the never get invited to bots' birthday parties.

Now, Nelsona gave general pathing to the map but he edited an additional map with more specialized pathing.

1. CTF-UTDMT-Tundra has good pathing, bots play the whole map. Very ideal.

2. CTF-UTDMT-Tundra-TitanPathed (was gonna shorten that to TP but wanted to avoid toilet paper jokes) has the same pathing as the other version but also pathing for the UTDMT.

Basically, the UTDMT walk a regular patrol along the back of the inside base. If someone takes the flag they do what they normally do, but provided they don't get killed they will walk all the way back to their own base...
Image
...and resume their patrol.

That first map the UTDMT tend to wander after they initially start moving and there's no guarantee where they may wind up.

Including both versions, so players can go with whatever version they prefer.

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

Enjoy!
https://www.mediafire.com/file/phajwkcq8d2xxq7/CTF-UTDMT-Tundra.zip

User avatar evilgrins
Skaarj Warlord Skaarj Warlord
Posts: 623
Joined: 31 Oct 2011, 10:41
Location: Palo Alto, CA
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Subject: Re: evilgrins Maps & Skins Megathread

Post Posted: 05 Feb 2021, 07:24

CTF-UTDMS-ThinIce

The reasons I use for putting UTDM type monsters onto maps usually breaks down to it being large enough so there's plenty of room for them and players, or in cases like this where the map is spacious but small enough that normal gameplay is over far too fast; monsters add an element of difficulty that can make the game last longer.
Image

This is a map of 2 bases on not entirely solid ground. The large circular patterns are solid ground, though some of it shifts when players move on it. The rest is icy water and there's a lot going on down below as well. Each base has a UTDMS, a Team Skaarj Berserker, guarding it... but that's still up top.

Down below, for the most part, are 2 Cyberus. Not at all team affiliated and armed with redeemers. Sometimes they become aware of what's going on above them and shoot at players with redeemers or their eye-beams...
Image
...and sometimes they come to the surface and attack players more directly.

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

Enjoy!
https://www.mediafire.com/file/ot46akp6z0at1bh/CTF-UTDMS-ThinIce.zip

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