NEW REVISION- Duel Melee map "MK4's Elder God stage&

Discussions about Chaos mapping for the UT series.
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

NEW REVISION- Duel Melee map "MK4's Elder God stage&

Post by BIGFOOT_PI »

Well, due to me being a perfectionist picky bastard my 'MK - The Pit' map is on hold till I have time to learn a few tricks to make it work the way I envision it to. In the meantime I have pretty much completed my next Mortal Kombat stage conversion: MK4's Elder God stage. I have some custom textures, music, and static meshes. I have the meshes inside the main map file itself so theres one less download to fool with. Just so everyone knows, since I have custom content and the map is "beta" I will have files in separate downloads so if I have to release a bugfix package you all wont have to download the whole thing again.
First here's some OLD screenies:
Image

New funny pic:
Image

UPDATE INFO- new file revisions are online- all files are updated or new except the music file.

Here's the Map files:
http://www.peterissa.com/files/Duel-MK4-Elder.zip FIXED!!-I made a BOOBOO, UDAMAGE spawn timing too fast...now fixed.

http://www.peterissa.com/files/MK4-Elder_tex.zip UPDATED*
http://www.peterissa.com/files/MK4-Elder_music.zip
NEW custom MK pickup files-REQUIRED-
http://www.peterissa.com/files/mksounds.zip NEW*
http://www.peterissa.com/files/MK_textures.zip NEW*
http://www.peterissa.com/files/MK_smeshes.zip NEW*

And as an extra bonus, here's my personally modified Chaos melee announcer package including some mortal kombat announcer soundfx (warning- probably cannot use this if playing online- so back up your original file)
http://www.peterissa.com/files/ChaosDuelAnn1.zip UPDATED*

And finally- the disclaimer:
I take no responsibilty if your computer magicaly blows up or ut2003 deletes itself, or anything else - although since Ive tested these on my brother's pc it shouldn't :wink:
All MortalKombat(tm) media- including sounds, graphics, music, names and logos are the property of MIDWAY MANUFACTURING.
ps- the basic mesh of the stage is a conversion of the MK4 for PC stage I ripped and converted. But alot of the parts of the map I re-did- like wall designs, overhead stuff, faces, door,center, animaions,etc. You can view the 'Mylevel' staticmeshes in unrealed to see all the meshes I did and the main map geometry stage mesh I worked around. I just didnt want to take all the credit for it since some things were conversions, not from scratch. (unlike my PIT1 map which is pretty much all my work)
Last edited by BIGFOOT_PI on Tue Jan 20, 2004 10:48 pm, edited 9 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
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

well,i personally think you should cut off MK,youre maps are good imo,but they look too simple,becouse theyre based off mk maps

just my 0.2 frags
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

well- my pit1 map is by no means simple- but this one- a basic arena- defintely is. But I personally like some basic arenas mixed in- gets more face to face fighting and less running around trying to find your opponent.

ps- for those who do not know me or my work- all I do is MK stuff- so if this is not your cup of tea, I understand, so in the future you need not be concerned with my offerings to UT/UT2k3/CUT2Melee. But for those who appreciate just having a new map to play on or like MK stuff, please, enjoy! :)
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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
Zachariah
Chaotic Dreams Team
Posts: 2331
Joined: Thu Jul 17, 2003 5:25 pm
Location: Wherever Dreams Go Stale.

Post by Zachariah »

As much as I hate to be Negative to anyone elses work , I have to say that those Big blue faces are Butt-Ugly.Also , I dont think that 2D Arenas translate well into a 3D realm. Gameplay wise , its pretty bland. although it is accurate.
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

Pepito wrote:As much as I hate to be Negative to anyone elses work , I have to say that those Big blue faces are Butt-Ugly.Also , I dont think that 2D Arenas translate well into a 3D realm. Gameplay wise , its pretty bland. although it is accurate.
Yeah-no kidding- you should have seen the blue faces before I double resized and softened them- the original textures were even worse.
btw- you DO realize this stage was a 3D MK stage- not a 2d stage right? Mk4 was a 3d game.
Gameplay bland? well- if you consider arena format maps bland then yes- this fits that category.
I wont be offended if you dont like it- I didnt create most of the main textures or the original stage design- Midway and Eurocom emloyees did. I just converted it over and re-did parts of it so it didnt look so bad as it did originally - so If you think its pugly now- ya shoulda seen it before I fixed it up :).
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FU
Posts: 46
Joined: Wed Dec 10, 2003 10:41 am

Post by FU »

I love MK and I want more MK duel maps 8O

:D
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

not that anyone else but FU cares, but I forgot to add the chaos actor into the map (not a big deal- still plays). Also I am going to add some special effects, possibly a damage effect, & add my new custom MK health vial and chaos armor pickups replacements...
On a side not, I am very pleased with the Pit1 map so far (now if I could just get ragdolls to stick to blades) - played and tweaked it all day yesterday. Fun stuff.
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jb
Posts: 9825
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Location: Coral Springs, FL
Contact:

Post by jb »

Cool can not wait to try it!!!
Jb
jeditobe1
Inactive Chaos Team Member
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Post by jeditobe1 »

Mk4 was about 2.5d in my opinion. The ground was always flat, though you could jump and circle around a little bit. Deadly Alliance is a bunch better, but still flat ground.

For the next one: take some creative license and spruce it up with balconies and things. I know MK4 and DA had some balcony or ruins type stages that you could use to make some obstacles and ledges and stuff.
I make Darth Vader look like a teenage punk with a lightsaber.
TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

youve could also do cool things like the blue faces being portals to the opposite,sneak attack
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

TKATK wrote:youve could also do cool things like the blue faces being portals to the opposite,sneak attack
Hey -sounds interesting!
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Carbohydrates
Posts: 36
Joined: Sun Dec 21, 2003 11:27 pm
Location: WA state

Post by Carbohydrates »

...As long as the lamers don't spend the entire time using the teleporters to run away. Silly lamers. :roll:
There are two kinds of people in this world: Those who complete a thought, and those who
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

Carbohydrates wrote:...As long as the lamers don't spend the entire time using the teleporters to run away. Silly lamers. :roll:
well, thats one of the benefits of a central, arena based melee map- no place to run and hide... :)
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TKATK
the magical link fairy
Posts: 2184
Joined: Sun Jul 20, 2003 10:16 am

Post by TKATK »

another idea could be a mover in the middle wich would open the floor like the UT map wich had a shield belt in the middel,2 stories arena

if you fall in it you would teleport to the top,attack from the sky
BIGFOOT_PI
Posts: 137
Joined: Thu Oct 30, 2003 5:21 am

Post by BIGFOOT_PI »

hmm. kinda cool- only problem is the floor is attached to the main body of the base arena static mesh so I cant open the floor ... POOP!
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