My "The Pit" Map for UT2003 (hopefully CUT2 melee)

Discussions about Chaos mapping for the UT series.
BIGFOOT_PI
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My "The Pit" Map for UT2003 (hopefully CUT2 melee)

Post by BIGFOOT_PI »

I made this map with unrealed3.0, psp7, and 3dsmax.
I'ts a fairly acccurate 3d re-creation of everyone's favorite Mortal Kombat 1 stage- "The Pit".
PLENTY OF BLOOD AND CORPSES INCLUDED! :)
The map is nearing completetion. Just doing some fine tuning now. It includes authentic MK sounds and music too. Its a deathmatch map by default, but as you can see from the opposing sides design it could easily be converted to a small CTF, DDOM, or BR gametype too.
Here's some small pics. I've put links to full res shots below.

Image

heres high res versions of the above pics:
http://www.hishost.net/issa/pics/pi1-2k3-1.jpg
http://www.hishost.net/issa/pics/pi1-2k3-2.jpg
http://www.hishost.net/issa/pics/pi1-2k3-3.jpg

let me know if you have any input. thanks.
*EDIT*: My peterissa.com domain is down- so I had to re-edit pic links.
Should work now.
Last edited by BIGFOOT_PI on Tue Dec 09, 2003 3:34 am, edited 2 times in total.
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MK (and stuff) Web page: http://www.peterissa.com/mkut.html
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jeditobe1
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Post by jeditobe1 »

Looks like a good duel map :D

I always loved that stage in MK1. BTW, if you want to convert it to duel (to use melee on), hopefully a duel mapping guide should be availible off the following page soon and you can convert it after the PR is put out:

http://dynamic4.gamespy.com/~chaotic/c_infodocs.php
I make Darth Vader look like a teenage punk with a lightsaber.
R.Flagg
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Post by R.Flagg »

Wow! Cool.

We should have a mapping guide ready to roll very shortly. And somebody else can give you more detailed info. But it looks like something I'd have fun playing.
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

cool - thanks guys - I plan to make alot of MK crossover maps- I made many for old UT, but I lost interest- but now that melee fighting is almost here and ut2003 is much better for high detail I am more enthusiatic again. I am going to try to convert over the old UT ones and re-flesh them out with static meshes and higher res textures as I did with PIT1
Youll be seeing alot more of me :)

check my unreal kombat sig link and go to screeshots page for pics.

ps- it would be cool to make your dead ragdoll body stick into blades and spew blood when killed if you land on one, but i dont know if its possible
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Captain_Brian
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Joined: Tue Dec 02, 2003 5:54 am

Post by Captain_Brian »

THAT LOOKS AWESOME!!!

Man, I can't wait untill this and your future maps are done!


And btw, you SHOULD be able to get bodies to stick in the spikes. I'm almost positive I've seen that happen in maps before, though I'm not sure what you have to do to get it to do that...


-Brian
jeditobe1
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Post by jeditobe1 »

it sorta happens on the spikes in the arena map. Jump into one of them and watch =)
I make Darth Vader look like a teenage punk with a lightsaber.
Captain_Brian
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Post by Captain_Brian »

jeditobe1 wrote:it sorta happens on the spikes in the arena map. Jump into one of them and watch =)

Heheh, that's awesome. :D

Though I was hard pressed to get my enemy to get impailed on them, no matter how much I kicked him I couldn't get the angle right. :?



-Brian
jeditobe1
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Post by jeditobe1 »

its not easy, the direction they are running will making aiming difficult. However, it is possible :D
I make Darth Vader look like a teenage punk with a lightsaber.
NeoNight
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Post by NeoNight »

hey where can we get this map? ( I couldn't seem to find it in the links in your sig) or are you still working on it for ut2k3?
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Shadowstar
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Post by Shadowstar »

Well the spikes aren't sticky by themselves. In order to make it work right, I had to have triggerable "karma spikes", that is, invisible movers that only block karma. These spikes appear when a person hits the real spike and then act to hold the corpse on the spike for a few seconds. The karma spikes can be set to dissapear after the corpse has de-rezzed.

It's tricky to set up and takes some time to get working just right, but once it works, it works well and looks great.

Let me know if you want some tips about how to add them, OR you can open up Duel-Arena and take a look yourself. Arena used an early version of the karma spikes and they aren't really invisible, but they use a texture that is so light it can barely be seen anyway.
BIGFOOT_PI
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Post by BIGFOOT_PI »

thanks for the interest the the helpful suggestions everyone.
1. The map is NOT up for download yet.
2. I'm trying to find the time to finish tweaking and am interested in this karma spike thing... sounds good-hopefully its what im lookin for. So can the karma thing trigger a nice blood fountain? :)
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Shadowstar
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Post by Shadowstar »

Not exactly, but you could probably do something like that using a physics volume. A physics volume only has to be about 32x32x32 as I remember, for it to still be able to affect the world. If you set the entry actor to the blood fountain, anything that enters the volume will bleed. Note that you would probably want to use a trigger bound to a scripted event "kill instigator" to actually kill the player. A damage volume can work, but it will either be too slow, or will instantly gib the player, so you won't get a cool karma corpse. However, you may still want to give the volume some damage, that way players who graze the spike without getting close enough to set off the kill instigator trigger will still take damage. The spikes on Arena work this way. Now, you'd want to set the physics volume around the tip of the spike, and make the tip of the spike a non-blocking brush (this will cause the spike tip to stick through the corpses and things that land on it). Then use the karma spikes to keep the corpses from sliding off the spike. Another thing you can try is ramping up the friction properties in the spike-tip volume to about 65-70, and make it a watervolume, this will cause objects to get stuck at that location. This is what I did with the spikes in Arena. You can play around with this by shooting proxies into the spikes. They will get stuck on them and wiggle around, grunting in agony for a few minutes before they explode. Other things will stick to the spikes as well, like gibs, and it also makes for a nice effect as players who just graze the spike without getting killed will still get a jolt to thier movement as they pass it.
BIGFOOT_PI
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Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

interesting- Ill have to play with that stuff.... thanks
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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
FU
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Post by FU »

please release the map :)
BIGFOOT_PI
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Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

Has the online documentation been released yet to setup maps for melee/Duel yet?
I would rather release it once I have it duel ready. I just dont know how yet...
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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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