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!

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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:






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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)










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Just setting up.

>> Monday, November 22, 2004

Welcome world! Just setting up / testing blogger.com. Time will tell if I actually use it or not.

[update]It's now January 21st. Looks like I don't use this after all! :P I update my site (www.winkyboy.com) daily-to-weekly so I don't have a need for this.[/update]

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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



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SinkPack2004

>> Tuesday, August 17, 2004



Name: SinkPack2004 

Version: 1.0
Compatibility: UT2004, updated to 3323 with ECE bonus pack
Description: A collection of Giant-sized maps placing inches-tall players in various places around a kitchen, ranging from the entire countertop, to the basin of the sink, even hopping outside into a windowsill flowerbox.
Comments: It's been an intense couple of months working on the SinkPack, and I hope it's received well in the community. I've learned a great bit and done a lot of things I never thought about doing before. I wound up skipping out on the Assault board due to time constraints, unfortunately - but I will probably finish it later, giving it the time and care that an Assault map needs.
Screenshot: 






Credits: Dan "Winky Boy" Overlander. The cupboards, chair, faucet, pot, and pan come from mr-cad.com. BootsofJumping are credited to Mr.Evil! Almost every other static mesh you see was hand-modeled by myself after that, and I also manually created all of the textures myself, too.
Downloads:

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BLC-CaveIn

>> Monday, May 10, 2004

Trapped!! Mining for gold was a common career in the old West, and unfortunately Mother Earth doesn't always like people playing around where she doesn't expect them. The action is fast and furious in this small cave, but at least you have teammates to help you through it.

While one of my more quickly-built boards, I personally find this one very satisfying, especially in a local LAN game of about 6 people. This map came to be in an interesting fashion, too: I was assigned to fix problems in the map of another team member on the Badlands mod, Chino, because his computer crashed and he was no longer able to do so.

Frankly, I got carried away! Chino's map was a battle in an old mine, and I tried very, very hard to create an underground mine track with roller-coaster style mine carts. Sadly, this is (for the most part) beyond the abilities of the Unreal engine. There ARE ways of getting it done, but without significant coding, none of the methods are satisfactory.

That being said, I decided to "destroy" the mine track by caving in the arena it was in. However after talking about it with the team, I decided my addition should truly be a map of its own. Chino was fine with leaving it in, but it really did wind up being for the best, especially after I turned Cave-In into a Capture-the-Flag board. It's quick, it has moody lighting, and it's non-stop fun. A good work.

Once the Badlands mod is released, which should be a few days from this writing, you'll be able to test this level out for yourself. News Flash! Unreal Badlands is available, so this map is, too! Go download it!!


Gusher
Posted: Monday, December 27, 2004 3:40:08 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
Location: United States
I have to see this one on LawDogs Mod......heh heh heh

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BLC-RattlesnakeBend

The first Badlands board to make water a positive factor, you can hop in and swim downstream to help capture the flag -- without worrying about being shot at from above. This here's a beautiful moonlight war between some moonshiners and a band of Indians.

Team cannons point downstream on each side, making the getaway a little hazardous. But, with a Sharps shooter backing you up, you can make the run! And if you don't have teammates you can depend on, jump into the river and let yourself get carried away by the current!

Note: This map was never released with the Badlands mod.



Download HERE (You must have the Unreal Badlands mod to play!) This is pretty much a silent release since Badlands development is no longer continuing, however, this is the best map I created for it, IMHO.



Gusher
Posted: Monday, December 27, 2004 3:37:16 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
Location: United States
Hope to see this version for Lawdogs Mod on UT2004!.......... *bang**bang**bang*


winkyboy
Posted: Monday, January 03, 2005 2:38:48 PM

Rank: Administration
Groups: Administration

Joined: 5/10/2004
Posts: 242
Location: United States
I started working on some terrain for this today... No definitive schedule ATM, but it's begun! Message me if you think there should be some set schedule!

[12/25/07: This map has been released for LawDogs UT2004]

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Just Add Jets

There are a few boards I stumbled across that I really enjoyed, and felt I could tweak to make a little bit better - so here they are. Note, all the original maps are also included in these zip files:

CTF: Metro StreetJets A modification of CTF-Metropolis][, This doubles the size of the map and adds Jets

CTF: Mattel Jets 2 More of a simplification of the Mattel Fighter Jets board, since this one already had jets to begin with.

CTF: LongSword Minor tweakings for smoother gameplay, including the addition of the sniper rifle. Based on CTF-LongRun

LavaGiant Jets Addition of jets to Lava Giant

Frogger Lite CTF-Frogger minus much of the unnecessary garbage that disturbed gameplay and framerate. It still needs a good machine to play

Jets Collection I simply added jets to the following boards: CTF-Bedrooms][, CTF-Kingdom, CTF-ProjectX, etc.

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Route66

Get yer motor runnin' on Route66! Leap from car to car and hang on the sides of semis as the asphalt races by under your feet! If that wasn't enough to worry about, the other team will be aiming for you as they try to steal what's yours.

While this is probably my last map using Unrealed 2.0 (see my previous post about feeling stuck), I feel this is a rather original concept that delivers on fun. I'll be releasing this bad boy "PDQ" pending on a couple more beta reviews.


Originally I had wanted to make ALL of the cars into movers, so that the course of the map would literally change as you played the game. This is still a concept that I may try to implement in UT2k3. You just don't see maps like that, as a friend of mine was telling me recently; most maps are like static stages, where you perform but can't interact.

I'm also working on optimizing this - you may notice wheels missing here and there -- if you wind up somewhere you're not supposed to be, which is still possible. Don't mind that, please, as it's an attempt to make the game as playable as possible. You probably won't ever notice any of this weirdness.

Gentlemen, start your engines...

Download Here

Email me if you'd be interested in the TacOps 2.2 version of this map!



[Previous Discussion]


4/5/2003 9:14:32 AM (Gusher)
Nice map WinkyBoy....I acutally thought it was the version for UT2003.


4/5/2003 5:25:40 PM
No, sorry Gusher! (But hey, welcome to my site!) At least, I'm officially (probably) never touching Ued2 after this. I've got a couple of Ued3 things going on now, and as this map can attest things just move at their own pace. I think I'm done with this one completely, but right now I might swap out one texture before sending it to the public. (I made a parody "Mac Switcher" ad that has a picture of a co-worker of mine in it. (She made a "I like macs" ad with my pic in it, as she's an avid Mac user and I'm definitely not) I haven't gotten around to asking her if she minds being in the board - I think that's something necessary to ask - so I might just remove it. But it sure is funny to have it in Grins )

I'll let you know when you can look at this though!


4/5/2003 5:36:17 PM
Any discussion about the new CTF-Route66 is welcome here.



4/5/2003 6:03:21 PM
Quote:
Originally written by Administrator on 2003-04-05 5:25 PM

No, sorry Gusher! (But hey, welcome to my site!) At least, I'm officially (probably) never touching Ued2 after this. I've got a couple of Ued3 things going on now, and as this map can attest things just move at their own pace. I think I'm done with this one completely, but right now I might swap out one texture before sending it to the public. (I made a parody "Mac Switcher" ad that has a picture of a co-worker of mine in it. (She made a "I like macs" ad with my pic in it, as she's an avid Mac user and I'm definitely not) I haven't gotten around to asking her if she minds being in the board - I think that's something necessary to ask - so I might just remove it. But it sure is funny to have it in Grins )

I'll let you know when you can look at this though!


No, don't remove the parody. I think it would be interesting and fun and of course still have the CTF-KitchenSink2003 in my mind.......




4/7/2003 10:45:46 AM
Say, Gusher - would you mind downloading & looking at this version? There's another reason I'm hesitant of releasing it, and that's because the bots like to get stuck in odd places. I'm not sure whether I should just give up and let them stand there, or try to place extra pathnodes that would allow them back on the routes. (Due to the nature of the board (lots of jumpSpots, etc.) if the nodes connect where they shouldn't, the bots get completely lost)


4/7/2003 1:23:49 PM
Sure WinkyBoy, I'll take a look at it. JKut lemme inow when your ready..


4/7/2003 3:12:24 PM
Can't open cuz there's a fikle missing by name of "a3tex"......


4/7/2003 3:20:28 PM
Hm.. I must've assumed that was a default texture package... I'll replace it ASAP and/or send you the a3tex file.


4/7/2003 6:10:40 PM
Hey, I got it running now. First I must say very funny joke about the Mac thingy! LOL! Second, this map is very fun to play in and kinda hard to maneuver. Takes some practice in order to get to flags BUT with the added classic rock themed music it really keeps you going! Looks really interesting on how you go this traffic to move!

Only problem I found is that the bots don't go for the flag which I think might be that they can't find their way because of the obstruction of the pathnodes by the crates and maybe because the area is pretty narrow. Did you study other maps similiar to yours? Just my assumption cuz I aint no pro mapper. BUT hey man, your doing advanced stuff in Unreal now! If you can't seem to fix it just put a note about it in readme and recommed it for lan play or online with the exception of botmatch.


4/7/2003 8:28:51 PM
*heh*. Thanks, Gusher-- It's always nice to know someone has fun with the maps I create. I think the music fits this map perfectly!! Another friend of mine found that someone on the web a couple of years ago, and I started to have the idea for this map about then, too Grins I've been working on this idea pretty much ever since finishing the original Kitchen Sink! Sticks out tongue And, you wouldn't believe how much work I've thrown

Boy, the UT engine is SO limiting, though -- there's SO much more than could be done with this if movers had been done properly. And I'm incredibly disappointed that it wasn't something that was fixed in 2003. I don't suppose you've found any user-made script that allows movers to have more than 8 keyframes? Winks

I'll see if I can get the bots to do more.




4/7/2003 8:46:14 PM
Certainly this map looks complex and really does what it's meant to do. Awhile back I saw a map similiar to to this BUT was more like Frogger that one game. You just had to cross the street with care or else you'd get killed.

If you do release it, try to send a copy to[url=http://www.unrealplayground.com]www.unrealplayground.com[/url]



4/7/2003
I remember that one. I was very excited about it, but it was so terrible to play. There was so much in the board that distracted from the concept of "Frogger" that I hated it. I even tried to modfiy it somewhat, removing much of the unnecessary tunnels and items, zoning it, and so on, but there was just so much going on that it still didn't help.

Well, I've been working on it for about 1.5 hours now, trying to help the bots not get stuck, but it's of little use. The paths I add allow the bots to think they can go where they can't... It's unfortunate that I made the trucks (semis) the way I did -- there's a tiny ridge that you can cling to. It's GREAT for people, 'cause there's many-a-time when you make a leap only to miss and catch yourself on this tiny ledge. But it confuses the bots. It's far too much work to rebuild those now, I think... Plus, online play would simply be REALLY fun.

The bots *DO* capture the flag sometimes on this, actually. It just takes them an obscenely long time to do so. (about 1 capture every 45 minutes...!)


4/7/2003 10:56:50 PM
Hey that's not too bad. At least they get the flag. Just go ahead and release as is and explain in the readme.


4/8/2003 12:08:32 AM
Okay! It's good to go! I added a few sounds which really adds to the atmosphere. Unfortunately I still can't import sounds into Ued2, but there were a few default sounds that fit the map very well.

Gusher, would you mind checking out this version (mostly to make sure the sounds I used ARE from default sound packs? I won't announce the map just yet on other sites. Thanx!


4/8/2003 11:10:23 AM
I checked the newer version and it still had the a3text dependency in it. It might be from the bonus packs which I don't have installed but maybe you should include it with your pack.


4/8/2003 11:36:40 AM
Argh! I'm an idiot. I had successfully removed the a3text dependancy, but after that I reverted to a previous version and forgot to re-replace the a3text package. I just updated the link and it should be fine, now. I don't want to release the a3text package because it's pretty big, and my zipfile is big enough already. I'm only using 8 small textures from the package, anyway.


4/8/2003 11:51:37 AM
Okay, everything is fine now and working great! Now send it to alo mapping sites for a review dude!


4/8/2003 12:03:18 PM
Groovy! Thanks Gusher. I'll make sure to send it to unrealplayground, and I'll find some more review sites at planetunreal, but do you have any other suggestions?


4/8/2003 12:26:18 PM
Well, you also let people know about your map at Unreal forums like

inacommunity

ForumPlanet

and also send it to.......

UT2003HQ
FasterFiles


there are many unreal site out there. All it takes is a simple search on google.net I think the more you distribute your maps more chances of getting traffic to your site and forum.

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BLC-Anasazi

>> Friday, January 24, 2003

This is the first map I STARTED creating for the Badlands mod. That being said, there were a lot of changes that this map went through before it got to the point it's at. Actually, I'd given up on it twice before it finally took shape into a playable map. Now, it's my most favorite capture-the-flag map of the mod. Again, I'm biased, but that's not my fault;)
This is a massive Indian city set HIGH up on a cliff. The inspiration for this was Cliff Palace in Mesa Verde National Park. Although I recall fondly the Indian cliff dwelling boards in Outlaws, this was based on nothing from those settings. I've loved these kinds of Indian ruins ever since visiting the "Big House" in Arizona, a plains-based ancient mud village.

The sun sets in the distance and casts forbidding shadows all about the area, providing good cover for you to hide in. Despite being so huge, the sniping range is cut down by all the buildings, unless you dare risking the main haul.

Download Here

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BL-MesaVerde

This deathmatch-style board is part of the Unreal Badlands mod. This map is set in the Colorado rockies, with a serene and peaceful lake where geese fly high overhead. Hunt your prey through the forest, up into the abandoned cliffside village, but be careful about who's watching you!

This one is just plain beautiful, even though I can't help saying that while being slightly biased. It would definitely be the nicest-looking map I've done. The scene is the base of a cliff in Colorado. Geese fly lazily over the clear blue lake as you and your friends hunt each other through the woods and up on into the abandoned Indian cliff village.

The hauntingly captivating tribal flute music fills your ears as you climb the ladders into the huts. It would be far too easy to sit back and think you're touring on vacation, but the scuff of a heel in the dirt brings you back to reality. You're not alone out here!...

Honestly, this map was so much fun to work on! I pushed the engine to the limits and had to actually curb some of the beauty back, but it still shines. There are lots of opportunities for those who love to snipe, but there should be enough cover to duck and hide under, too.

Download Here


12/25/07: Note, I'll have to post a link to the Badlands mod... it seems the site is finally down for the count.

Gusher
Posted: Monday, December 27, 2004 3:38:37 PM
Rank: Member
Groups: Member, Winkies

Joined: 7/6/2004
Posts: 19
Location: United States
MesaVerde definately must be back on UT2004 Lawdogs Mod......

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CTF-TeamEffort (series)

>> Thursday, January 23, 2003

UNF-TeamEffort
1/23/03:

[updated download links at bottom] When I became interested in Unreal Fortress, I thought up the idea that there should be things in the map that require help from other players to get past. I found another board that did this AFTER I created this one, and it was a lot of fun, but mine wound up less "dependent" upon team play as I'd wanted originally. At one time, you had to hold the bridges open for your teammates to cross the slime moat, for example. The only problem was that BOTS couldn't play this way - they're just not that smart. Anyway, the idea was refined, and I think the result became just as fun as I'd hoped.

I got sucked into
Unreal Fortress a while ago, and for many moons my co-workers and I played it over lunch break while. It's a very well done mod based on the Team Fortress mod for Half-Life. Since I was inspired, I created my own board, UNF-CTF-Teamwork, on which I really tried to stress players' working together. There were a lot of revisions for this one, and unfortunately some of my first ideas were removed because they just didn't work out in testing. But now I think it's fair to say that it's a very balanced board that does still require working together!

I'd like to take a moment to comment on the DESIGN of the board. This map was made with the intentions of not focusing on decorations, detail, etc. So I'll be the first one to say that yes, it's using default textures and it looks mostly plain, but the layout and playability of the board is what I was trying to focus on, so hopefully that is what will keep you playing it.

Note: This map was updated for the
Map Fortress mapping contest. The new version is definitely better, as it with simpler geometry the frame rate is better, and there is more architecture to provide hiding spots from the snipers. If you're specifically looking for UNF-CTF-Teamwork (the original), contact me.Download from UTMR (not this link) (Unreal Fortress version)

DOWNLOAD LINKS


CTF-TeamEffort 3/28/03:

I removed all the Fortress-related pickups and replaced them with regular UT ones, so those who don't have Unreal Fortress can enjoy this as well.
Download from UnrealPlayground (not this link either, down further) (UT (non-Fortress) version)

Alternate from Winkyboy.com (UT (non-Fortress) version)







CTF-FortifiedJets12/11/03:



This is a rework of CTF-TeamEffort that I did with wHartHog's CTF server in mind. It takes TeamEffort to a new level - and hopefully pushes the envelope a little bit. The sky has been opened up to give the jets some playing room - though beware of the autocannons above the middle base! I've added some stationary, controllable cannons, and lots of other goodies.

There are jets and copters available now, and you'll need them -- the board is designed for 8-20 people, though if you get familiar with the board, you can make it a shorter run from end to end ;)  You'll want to proceed with backup, as there are certain spots in the map that things like air and sniper support will help greatly.

Special things to note!

  • Don't try to land in the mountains - one attempt will teach you that it's not allowed.
  • The buildings inside the middle base contain two buttons each. PRESS THEM.
  • Actually, the button on the top floor should be pressed and held down by a teammate.
  • Don't let the bots get control of an Apache. It seems to mess things up a bit
  • Just like in TeamEffort, you can blow things up! Shoot the walls and towers for exploding goodness.






Guest
Posted: Wednesday, February 02, 2005 11:17:25 AM
Rank: Guest
Groups: Guest

Joined: 5/10/2004
Posts: 104
Can you destroy the trees?hrrm

winkyboy
Posted: Thursday, February 03, 2005 12:31:57 PM

Rank: Administration
Groups: Administration

Joined: 5/10/2004
Posts: 242
Location: United States
Huh - I guess I missed this yesterday when you, whoever you are Winks, posted it... Of course, I was lying in bed, sick, all day so that's my excuse. I saw you just posted the question in the Shoutbox, so I replied there, but I'll follow up here, too... I guess it would have been possible to make it so the trees fell over after getting enough damage, but they really wouldn't have been destroyable in any way that would really satisfy -- limitat

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