Showing posts with label wbcreation. Show all posts
Showing posts with label wbcreation. Show all posts

Moving the base site.

>> Wednesday, April 07, 2010

This is the second time someone's tried to upload a virus through the system I have (had) going here (previously a combo of DotNetNuke + Blogger), so I'm disabling it and reverting to just Blogger. Not a big loss, but it'd be nice if people out there wouldn't go hunting for innocent sites to hack.

Here's a collection of stuff from the DotNetNuke pages, for posterity:

Thumbnails of my UT99 maps:





Thumbnails of my UT2004 maps:





The Vehicle Index.

The files you find here are for UT2004 and they MAY or MAY NOT work. Winkyboy no longer has time to test them all, as he's barely found time to even index them any more. But most of them work, and some of those that do are really worth downloading. Winkyboy would like to convert HIS creations to UT3, but currently hopes to find time to implement a much grander-scale vision that is currently beyond his abilities.

Read more...

LawDogs: LCF-RattlesnakeBend

>> Tuesday, July 10, 2007

Rattlesnake Bend is a map that always seems to be lagging behind the mod's official release date, even though it's one of the more exceptional maps for its mod (in my humble opinion). It brings water into play in an essential manner; not only does your team have to cross the river, but the fighting takes place on, in, and above it. Both bases seem to have significant advantages over the other, creating a kind of uneven balance overall.

A new boat, the canoe, is introduced into the play with this map, essentially turning this into a VCTF board and are the tools for dominating the waterways. Each side has access to two canoes; the Outlaws have one equidistant to each "exit" of their base, and the Marshalls' canoes are off to one side so that one is close while the other is far. This slight speed advantage is because the Outlaws' base is really limited to two significant entrances.

The Outlaw base has direct and almost exclusive access to two and a half sniping positions on the "mountain" but these are balanced by the Marshall's quick-access or heavy-cover sniping spots that face these. Each side also has a semi-stationary Gatling gun on the upstream side of their flag run for increasing cover while your teammates return the flag. As of this writing there is no current in the water, but this is planned for a future release.




Read more...

SeaPack

>> Thursday, September 15, 2005

SeaPack was probably my very best thing I made for the UT2004 era. I saw a lot of cool stuff made by other people, some forgotten, that I thought would all really work well together. In this day and engine, water was a new thing - there weren't a whole lot of games that really let you play around with it.  But some people had made working boats and vehicles and weapons that really screamed for special maps - so that's what this is.  Look through the details below and, if it still works, give it a try.  It probably does.

DOWNLOAD HERE or from MODDB


Info way older than 2018:
HIS THREAD has the latest information.



This is hopefully the start of something bigger in the future. After tinkering around with Vynum's fixes of Monarch's UT2004Navy (Annnd digging into a few other vehicles... I'll come back here & write credits for everything...), I created a non-U4E version of my SterlingFlood board and filled it up with aquatic vehicles.


It was a lot of fun! So, with relative ease, I flooded Torlan (aka the Most Modded Map EVAH) and put the Navy in there - ALSO a lot of fun.

This is a BETA release and I expect at some point to release an update hopefully without having to rename the files; please expect that.

SeaPack Way early beta version! Contains: non-U4E SterlingSea map, and the flooded version of Torlan.

Note: This zip file does not include the following mods, which you will need to support it:



SinkPack2004, Annihilation Arsenal, and UT2005Navy
(UT2005NAVY requires UT2004Navy*, which requires AirpowerIII)

This is a BETA release and I expect at some point to release an update hopefully without having to rename the files; please expect that.

SeaPack Way early beta version! Contains: non-U4E SterlingSea map, and the flooded version of Torlan.

Note: This zip file does not include the following mods, which you will need to support it:

SinkPack2004, Annihilation Arsenal, and UT2005Navy
(UT2005NAVY requires UT2004Navy*, which requires AirpowerIII)




At some point, I would like to release more "SeaPack" boards supporting the Navy and the other aquatic vehicles out there. (Would anyone be interested in helping out?) I'm going on vacation tomorrow, and when I get back, I'm looking into helping Xyx & Shinzon with something. I should then help out U4E with something ELSE.... But after that, or at the same time, I can start moving slowly on this again.

Whoops - I forgot that Monarch doesn't have the DL up for that (UT2004Navy) any more... Since he said he didn't mind if I created stuff with it...



SeaPatch for March (a) - Contains a flooded RedPlanet and ArcticStronghold. RedPlanet has some YoJoe vehicles in it, however I noticed that in at least one test, my FPS dropped to OMG levels when the KillerWhale came into view... Gotta go tell Scot_G about that.

SeaPatch for March (b) - Contains a deeper IslandHop, an updated VCTF-NavalCombat, and a tweak for the wbNavy.u -- basically lets you enter the ManOWar if a bot is in control, so you can kick it out.

Oh, and I compiled EVERYTHING that's needed into one RAR file... but it's currently about 150 meg. :P  So, I need to do some cleaning, I think, before I can post that.




Read more...

DM-OldManMountain

>> Sunday, April 10, 2005

Name: DM-OldManMountain


This map is well-completed I am releasing a beta download so if you test it PLEASE COMMENT even if it's just an "all-okay - release it!" kind of comment. I've heard back from the U4E team and they're not going to include it in the next default U4E pack, so I'm going ahead with all three varieties of this board.

Those varieties being: Unreal4Ever, LawDogs, and standard UT2004. I created this originally with U4E in mind because I had the idea of massive boulders falling all around the players, and they players could pick them up with the Gravgun (IAM) and whip them at each other. On pen & paper, I designed it with CTF in mind, and went so far as to mirror the board, but it turned out the boulders didn't like the mirroring, so I just kept the original half before mirroring and turned it into a Deathmatch.

The theme is a rocky mountainside that pits the players against each other in the middle of an avalanche. This, to my knowledge, has never been done before in UT2004, and would not be possible without DaJMasta's "GoodKarma" (Kudos, DaJMasta!) It's great fun and can scare the willies out of you when the boulders land a little too close for comfort!

You've got to see it to believe it.



Download: HERE


By the way, how'd you do this?

In case you're curious, here's how this effect works. It's pretty simple, but a pain in the butt to set up. First of all, there are about 30 NetKarmaActors (NKAs) waiting "off-camera" in some tunnels that exit into the sky, behind a zoneportal so you can't see where they're coming from.

These NKAs fall into the board, and the ground has been planned from the beginning to allow for only a few rocks to collect here and there. Otherwise they all roll perfectly down the mountainside, back into the return tunnels where they begin the board. Below the clouds they fall into at the bottom of the board you'll find some very plain PhysicsVolumes that change the gravity so that the rocks "fall upward" to wind up at the top of the mountain again. Easy recycling!

Now comes the tedious bit. While the rocks constanty falling is certainly pretty, by themselves there are no effects that make it believeable. SO, approximately every "ten feet" on the ground, I've placed a collection of four actors: A class-based trigger (based on NKAs), a ScriptedTrigger, an Emitter, and a ViewShaker. The class-based trigger activates the ScriptedTrigger which then makes the booming sound of the boulder hitting the ground AND activates the emitter and viewshaker. The emitter sends baby rocks into the air which have impactsounds attached, and the ViewShaker, if you're close to the impact, rocks your world of course.

Then there's just the repetitive manner of duplicate this grouping across the ground, and changing the tags on each of them accordingly :P  Viola! You have your very convincing avalanche!

Read more...

DM-U4E-GraveyardHills

>> Friday, March 25, 2005

UPDATE
Looks like I have a final version available, now, after fixing a few things that I received a good number of comments on. I also took the time to update some staticmeshes, add some collision hulls, etc. I will post some pix when I can, but the Winkyboy download is now available!


This map is an original work by me, based on the old platformer games in the style of Ghosts and Goblins, which is one of my favorites. (To that end, I really think a UT mod for those games would be fantastic to play.) The guillotines, demon towers, and gravestone models in here are directly inspired, and then I have to thank Epic for the default rock and tree models.

I read a comment by Angel_Mapper once that said something to the effect of "Trim makes the map". This is so true. I put grass and fence trim around all the edges of the platforms on this map and it really brings things to life - so much more than just plain BSP ground can provide.


Download Available: HERE


Previous Screenshots below:






Read more...

VCTF-U4E-SterlingFlood

>> Monday, March 21, 2005

This map has been created for the Unreal4Ever Mapping contest. This is an exciting map because the board changes significantly as you play. All the players start out on opposite sides of the double basin sink, and the water level is at about 8% full - but the faucet is ON and filling it up!

After about 5 minutes of flooding, the water does shut itself off, opening the surface of the "ocean" to travel by boat or hovercraft - but watch out for falling apples! After a little more time, the fruit basket that hangs above the sink breaks and dumps its content, creating floating islands (and cover to hide behind) when you're crossing that open sea.

There are all sorts of weapons and pickups hidden all around the board, and it is a large board, so be prepared for a good bit of exploration to learn the lay of the land. And while a large board does imply a larger playercount, don't despair thinking that you're going to have a hard time finding targets; with the implementation of the U4E weapons, especially the IAM (gravity gun, for pole-vaulting yourself -- learn this technique!) you'll be flying from one end of the board to the other in a matter of moments. And even if you can't master such special travel techniques, there are vehicles-a-plenty on this board, even though you have to wait a bit to get the Mantas and boats which float on the surface of the water.

Cheers! And remember, if you like what you see, let me know!

DOWNLOADS:

NaliCity
FileFront
MapRaider Please rate here


Don't forget that you need Unreal4Ever installed -- Get it from their homepage. I recommend using the ZIP file, myself (and follow the instructions on their included HTM help file)










Read more...

ONS-Combat2600

>> Wednesday, August 25, 2004



Name: ONS-Combat2600
Version: 1.0
Compatibility: UT2004
Description: Tank combat in the Taria system, year 2600
Comments: Quick and easy, I threw this together over lunch the other day on the pressing insistence of CaptainInsaino. It wound up to be a simple thing to do, and is very fun. I recommend using the Vehicle Deathmatch mutator with this board.
Credits: Dan "winkyboy" Overlander. CaptainInsaino for the idea!

DOWNLOAD HERE



Read more...

  © Blogger template Simple n' Sweet by Ourblogtemplates.com 2009

Back to TOP