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

Posted: Sat Dec 27, 2003 2:58 am
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)

Posted: Sat Dec 27, 2003 3:06 am
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

Posted: Sat Dec 27, 2003 3:10 am
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! :)

Posted: Sat Dec 27, 2003 3:48 am
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.

Posted: Sat Dec 27, 2003 4:32 am
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 :).

Posted: Sat Dec 27, 2003 8:16 am
by FU
I love MK and I want more MK duel maps 8O

:D

Posted: Mon Jan 05, 2004 5:02 pm
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.

Posted: Mon Jan 05, 2004 6:19 pm
by jb
Cool can not wait to try it!!!

Posted: Tue Jan 06, 2004 1:30 am
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.

Posted: Tue Jan 06, 2004 11:59 am
by TKATK
youve could also do cool things like the blue faces being portals to the opposite,sneak attack

Posted: Tue Jan 06, 2004 3:08 pm
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!

Posted: Tue Jan 06, 2004 5:16 pm
by Carbohydrates
...As long as the lamers don't spend the entire time using the teleporters to run away. Silly lamers. :roll:

Posted: Tue Jan 06, 2004 5:42 pm
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... :)

Posted: Wed Jan 07, 2004 6:12 pm
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

Posted: Wed Jan 07, 2004 6:17 pm
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!