MK1 "The Pit " Duel Melee map -UPDATED
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MK1 "The Pit " Duel Melee map -UPDATED
My MK1 "The Pit " Duel Melee map is up for download... FINALLY!!! DAMN!
Well- I'm releasing this map before it kills me - I'm so sick of working on it for so long- it will never be perfect to me, but I think its fun to play on. I decided not to "Bogart" the map all to myself anymore and let others hopefully enjoy it as-is. So if you guys need a ut2004 demo break- heres something new to play Chaos Melee on.
I removed the proprietary jumpboots and put in custom jump-pads instead. Never got bodies to stick to blades, but no matter- the death camera wont follow the player all the way down to the pit bottom anyway...
Since the map is beta with hardly any play-testing from anyone but myself, and has tons of custom content, like all my other maps, I have the files in separate groups in case i have to fix one file and for those with slow crappy internet connections. But to appease the first time downloaders with fast internet, I made a big fat single zip file too.
UPDATE- Get the new "DARK REMIX" alternate version at the bottom of this post. Please leave feedback. Thanks everyone!
BIG-A$$ file of everything:
FILE IS DOWN FOR NOW! But you can download them separately below.
NOTE: for the BIG a$$ file, I have stored the subfolder path for the files, so if you extract the zip file contents to the root of your ut2003 folder, it should place all the files into the proper subfolders for you.
ALL LINKS DOWN!!!!- will try to fix soon.
Separate files:
MAP FILE:
http://www.peterissa.com/files/Duel-MK1_Pit1-2k3.zip
"Dark Remix"Alternate Map file version:
http://www.peterissa.com/files/Duel-MK1 ... _REMIX.zip
Texture files:
http://www.peterissa.com/files/mk1_pit_tex.zip
http://www.peterissa.com/files/MK_textures.zip
http://www.peterissa.com/files/Blood_UTs.zip
Sound file:
http://www.peterissa.com/files/mksounds.zip
Music Files:
http://www.peterissa.com/files/MK1-The_Pit_music.zip
Custom Pickup meshes:
http://www.peterissa.com/files/MK_smeshes.zip
Map Static Mesh file: ADDED LATE! SORRY!
http://www.peterissa.com/files/Pit1meshes.zip -UPDATED AGAIN FOR DARK REMIX 3-12-04
Custom MK announcer (not required):
Here's my personally modified Chaos Melee announcer package including many Mortal Kombat announcer soundfx (warning- probably cannot use this if playing online- so back up your original file) Set your main UT2003 announcer to "Evil" so the whole pack works properly. http://www.peterissa.com/files/ChaosDuelAnn1.zip
Pics:
Please let me know if you encounter any issues, bugs, etc.
Have fun!
UPDATE:Ok- heres the "DARK REMIX" release of my Pit1 Duel map. I've mainly incorporated several suggestions from you guys inregards to blades and my own concern with unrealistic overlighting for a night scene, but I still havent made any sky changes yet. Go ahead and give this new alternate version a try and let me know what you guys think.
LINKAGE:
http://www.peterissa.com/files/Duel-MK1 ... _REMIX.zip
(obviously requires the rest of the map's files to be allready downloaded)
And finally- the disclaimer:
I take no responsibilty if your computer magicaly blows up or ut2003 deletes itself, or anything else.
All MortalKombat(tm) media- including sounds, graphics, music, names and logos are the property of MIDWAY MANUFACTURING.
Well- I'm releasing this map before it kills me - I'm so sick of working on it for so long- it will never be perfect to me, but I think its fun to play on. I decided not to "Bogart" the map all to myself anymore and let others hopefully enjoy it as-is. So if you guys need a ut2004 demo break- heres something new to play Chaos Melee on.
I removed the proprietary jumpboots and put in custom jump-pads instead. Never got bodies to stick to blades, but no matter- the death camera wont follow the player all the way down to the pit bottom anyway...
Since the map is beta with hardly any play-testing from anyone but myself, and has tons of custom content, like all my other maps, I have the files in separate groups in case i have to fix one file and for those with slow crappy internet connections. But to appease the first time downloaders with fast internet, I made a big fat single zip file too.
UPDATE- Get the new "DARK REMIX" alternate version at the bottom of this post. Please leave feedback. Thanks everyone!
BIG-A$$ file of everything:
FILE IS DOWN FOR NOW! But you can download them separately below.
NOTE: for the BIG a$$ file, I have stored the subfolder path for the files, so if you extract the zip file contents to the root of your ut2003 folder, it should place all the files into the proper subfolders for you.
ALL LINKS DOWN!!!!- will try to fix soon.
Separate files:
MAP FILE:
http://www.peterissa.com/files/Duel-MK1_Pit1-2k3.zip
"Dark Remix"Alternate Map file version:
http://www.peterissa.com/files/Duel-MK1 ... _REMIX.zip
Texture files:
http://www.peterissa.com/files/mk1_pit_tex.zip
http://www.peterissa.com/files/MK_textures.zip
http://www.peterissa.com/files/Blood_UTs.zip
Sound file:
http://www.peterissa.com/files/mksounds.zip
Music Files:
http://www.peterissa.com/files/MK1-The_Pit_music.zip
Custom Pickup meshes:
http://www.peterissa.com/files/MK_smeshes.zip
Map Static Mesh file: ADDED LATE! SORRY!
http://www.peterissa.com/files/Pit1meshes.zip -UPDATED AGAIN FOR DARK REMIX 3-12-04
Custom MK announcer (not required):
Here's my personally modified Chaos Melee announcer package including many Mortal Kombat announcer soundfx (warning- probably cannot use this if playing online- so back up your original file) Set your main UT2003 announcer to "Evil" so the whole pack works properly. http://www.peterissa.com/files/ChaosDuelAnn1.zip
Pics:
Please let me know if you encounter any issues, bugs, etc.
Have fun!
UPDATE:Ok- heres the "DARK REMIX" release of my Pit1 Duel map. I've mainly incorporated several suggestions from you guys inregards to blades and my own concern with unrealistic overlighting for a night scene, but I still havent made any sky changes yet. Go ahead and give this new alternate version a try and let me know what you guys think.
LINKAGE:
http://www.peterissa.com/files/Duel-MK1 ... _REMIX.zip
(obviously requires the rest of the map's files to be allready downloaded)
And finally- the disclaimer:
I take no responsibilty if your computer magicaly blows up or ut2003 deletes itself, or anything else.
All MortalKombat(tm) media- including sounds, graphics, music, names and logos are the property of MIDWAY MANUFACTURING.
Last edited by BIGFOOT_PI on Mon Aug 22, 2005 12:33 am, edited 20 times in total.
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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CRAP!!!!! I knew I forgot something. I had a friend download the files- she must have all ready had pit1meshes package from a previous testing of the map. Sorry guys- THATS WHY I HATE putting everything in one file- I'll fix the downloads as soon as I can get online at home.
Thats what I get for having too many custom content packages
Thats what I get for having too many custom content packages
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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Ok- I got Pit1meshes uploaded:
http://www.peterissa.com/files/Pit1meshes.zip
Let me know if thats all that was still needed!
Sorry again for missing that
http://www.peterissa.com/files/Pit1meshes.zip
Let me know if thats all that was still needed!
Sorry again for missing that
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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Yeah- It would be cool to put Reptile in there as a secret opponent if you did get a double flawless and a headshot in a 2outa3 match.|GoD|Plaguelord|LDR| wrote:Damn! I can't believe this map is out... I've been waiting 2 play on this one since the 1st time you posted pics of it which seems like a year ago... Thank you Mr. PI, thank you...
Now watch me get a "Double Flawless Victory + Fatality" combo on this beautiful map
Maybe when I become a UnrealED genius I can do that
Or maybe ut2004 will have more features built in I need...
Anyway- I DO HAVE the secret silhouttes flying by the moon after a minute of play (and I drew all of them by hand too since I couldn't find screenshots of those silhouettes ANYWHERE! )
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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I tried the map and it's pretty good. Looks authentic, and I like the new Mortal Kombat shield pickups. Bots play alright unless they get stuck in the fields of spikes. That's what brings up my main gripe. The spikes are kinda harmless. Being able to walk through them and gradually take damage is lame. I was expecting to see solid objects a body will twist and get hung up on kinda like the pits in the UT2k3 demo's bombing run map. Now when a guy falls off the bridge he just kinda splats. Make use of the sweet karma physics. Right now they're merely decorations that barely hurt you.
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Um- I think I covered this in the past - we have found no way so far to get bodies to stick to the blades-I tried for months- even emailed with the UDN Karma tutorial guy a couple times. There are ways to cheat and create the illusion the bodies get spiked on the blades, but this invisible spiking mover "hack" is only feasible when you only have a few blades to work with. ITS COMPLETELY unusable when dealing with HUNDREDS of blades. Now- if I made all the blades out of BSP the engine MIGHT, I SAY MIGHT, cause a body to impale on it if it hits it just right, BUT- you ever tried to make a map with hundreds of blades made out of BSP geometry- not to mention in the same ZONE???? ITS A MAJOR NO-NO!!!!Mad Max RW wrote:I tried the map and it's pretty good. Looks authentic, and I like the new Mortal Kombat shield pickups. Bots play alright unless they get stuck in the fields of spikes. That's what brings up my main gripe. The spikes are kinda harmless. Being able to walk through them and gradually take damage is lame. I was expecting to see solid objects a body will twist and get hung up on kinda like the pits in the UT2k3 demo's bombing run map. Now when a guy falls off the bridge he just kinda splats. Make use of the sweet karma physics. Right now they're merely decorations that barely hurt you.
Anyway- it may be doa-ble in the future once karma becomes default- not an option. The Karma guru guy said someone would probably have to code a custom scripted proximity trigger to trigger the instantaneous appearance of a karma hinge joint if a blade makes contact with a karma body- but alas- I HAVE NO uscript experience at all and so far no one has been willing to help me passed just making suggestions.
NOW... the reason I made the blades only cause a little damage and NOT block the player is to allow fighting to take place un-hindered at the bottom of the pit. I tried fighting with the blade's collison turned on and it was utterly annoying trying to fight at the pit bottom IMO.
I know the bots are completely stupid at the pit bottom- but dont blame me- its a problem with Chaos Melee bots AI- if you play my map in DM mode non-chaos with regular DM AI the bots move through and around them as a real player would much better.
So I think if you or anyone else has any other reasonable ideas to make the blades more functional I am ALL EARS!! But so far this is kind of a dead feature of the map that gripes me too. I envision bodies getting HOOKED and spewing blood everywhere- and I cant do that yet.
ps- if you would like me to upload a custom map build with blade collision turned on just let me know and I'll do it for ya.
Last edited by BIGFOOT_PI on Sun Feb 22, 2004 2:08 am, edited 1 time in total.
BOOM!!!
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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They couldn't be made into 3d objects with mass? I'm not talking about impaling bodies so they instantly stick to the first spike they touch or anything fancy. Keeping it simple with bodies kinda bouncing and crashing around the spikes has to be an option, right? Unless the engine sucks so bad I'm imagining things (see bombing run map).
As for the spike fields, you could take some artistic license with them. Maybe fence them off on both sides so players can still fight in the middle. Then make it so you automatically die when falling into the spike fields from the bridge. I don't know dude. I'm not a mapper anymore and never touched the Unreal engine, but this stuff must be possible.
As for the spike fields, you could take some artistic license with them. Maybe fence them off on both sides so players can still fight in the middle. Then make it so you automatically die when falling into the spike fields from the bridge. I don't know dude. I'm not a mapper anymore and never touched the Unreal engine, but this stuff must be possible.
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ok- well let me edit a custom map file with collision enabled on the blades and Ill upload for you to try.
EDIT- MORE ADDED BELOW:
ok here ya go-
http://www.peterissa.com/files/Duel-MK1_Pit1-2k3-bc.zip
I made the collision radius as small as possible to improve mobility around them- my main gripe is bots like to hop on top of them- really cheesy. another side effect is the damage triggers on each of the blades seems to stop functioning sometimes now... so If I went this route I would have to go with damage volumes instead.
let me know what u think.
oh yeah- another thing I hate about UT2k3 karma is karma bodies do NOT get blocked by static meshes at all- I would have to make blocking volumes to have dead bodies bouncing around/between them...so even with collison now turned on it will only affect alive players- dead karma bodies will still pass right through them- GHEY HUH!?
ps- do you have AIM or ICQ? I dont want to clog up the forum thread
EDIT- MORE ADDED BELOW:
ok here ya go-
http://www.peterissa.com/files/Duel-MK1_Pit1-2k3-bc.zip
I made the collision radius as small as possible to improve mobility around them- my main gripe is bots like to hop on top of them- really cheesy. another side effect is the damage triggers on each of the blades seems to stop functioning sometimes now... so If I went this route I would have to go with damage volumes instead.
let me know what u think.
oh yeah- another thing I hate about UT2k3 karma is karma bodies do NOT get blocked by static meshes at all- I would have to make blocking volumes to have dead bodies bouncing around/between them...so even with collison now turned on it will only affect alive players- dead karma bodies will still pass right through them- GHEY HUH!?
ps- do you have AIM or ICQ? I dont want to clog up the forum thread
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MK (and stuff) Web page: http://www.peterissa.com/mkut.html
UNREAL KOMBAT© web page: http://www.peterissa.com/mkut-uk.html
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Good, I definitely like what's going on here. Is it possible to lengthen the spikes on the pillars so they really extend further outwards to act almost like nets catching players? A falling body from the bridge will almost never hit them. It might be worth exaggerating a bit. And increasing their damage a lot may help.
These are just ideas to show off some gimmicks that don't really effect gameplay afterall. I wouldn't care unless something really cool could be done. Some of the current duel maps have tons of neat things like Forsaken and Firehall with oceans of lava. I dig how ChaosImmortal is like a mile above a city and it's fun watching guys fall forever, or even tumble down stairs. Little things like that don't effect the game so much, but they're entertaining.
I have some more ideas for your map to possibly make it deadlier and easier for bots to get around. My ICQ# is 125057135
These are just ideas to show off some gimmicks that don't really effect gameplay afterall. I wouldn't care unless something really cool could be done. Some of the current duel maps have tons of neat things like Forsaken and Firehall with oceans of lava. I dig how ChaosImmortal is like a mile above a city and it's fun watching guys fall forever, or even tumble down stairs. Little things like that don't effect the game so much, but they're entertaining.
I have some more ideas for your map to possibly make it deadlier and easier for bots to get around. My ICQ# is 125057135
Last edited by Mad Max RW on Sun Feb 22, 2004 4:14 am, edited 1 time in total.