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zunnie

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Files posted by zunnie

  1. Battle for Tiber River

    An interesting 4 vs 4 map (left vs right), that features a river bed full of tiberium!
    What makes this map interesting is that after the starting tiberium field is running out, the central river bed full of small tiberium fields is the only expansion point!
    You can build refineries a little closer to the central area, but there is limited space, which adds to the tactics of this map.
    There are only 4 tiberium spikes on this map, which is odd, especially has it is basically 2 for each team (uncontested, although there will probably be a contest between team mates!).
    The lone 'central' EMP tech structure is silly. While it is technically in the centre of the map, because of the way that the river bed snakes in and out (you can get an idea of this in the above image), the team on the left side of the map have to cross the tiberium river bed in order to get to the tech structure. Obviously this means that it massively favours the right sided team.
    The other issue is that there are areas in the river bed where tiberium can grow in places that the harvester AI will not automatically harvest, which of course leads to CnC3's famous harvester stall bug. So you will have to keep an eye out on your harvesters (obviously the central area is always a 'hot' zone, so you will probably be looking out for them regardless).
    This map gets an extra point because you can use crates (if enabled) on it!
    Madin

    1187 downloads

       (1 review)

    0 comments

    Submitted

  2. Battleground Cologne

    Looks good, plays average.
    While it is always nice to have sensible asymmetrical maps, in this case, the fact that the map is not even has been emphasised.
    For example only 1 side (left) has easy access to the lone tech EMP structure.
    Also the placement of the tech expansion that each side gets is silly.
    The left team has their tech expansion near the bridge (potentially useful for defending the only ground access point), while the right side has their tech expansion near their starting tiberium field (presumably because they cannot get there first tiberium refinery very close the field without capturing the expansion point first).
    So basically the right side is at a large disadvantage.
    The other issue is that is possible for the green tiberium on the right side to grow in areas that the AI harvesters will not harvest (classic CnC3 bug), but that a player can manually target.
    This is a further problem for the player (or AI) that starts on the right.
    However I will definitely award an additional point because crates can be enabled on this map, too many map makers do not bother with this standard feature.
    Madin

    92 downloads

       (0 reviews)

    0 comments

    Submitted

  3. Burning Rage

    Burning Rage (6 Player CnC3-Map) Skirmish/Multiplay
    The setting are (is? dont know, i'm german, both sounds strange to me ^^) the outskirts of an
    australian metropolis at dusk. It features parts of the city as well as some forest- and desert-areas.
    It is meant for 3v3 Teamdeathmatch games, might be slightly unbalanced for FFA games.
    Works well for comp stomps.
    NOTE:
    To make a long story short: I do only have 1 Gigabyte of RAM, an athlon3500+ and a relatively
    weak graphics card, so creating such a big map was a pain in the ass for me.
    I just had to get rid of this (map-) monster, if you know what i mean...
    So.. it is definately not as detailed as my previous maps, and definately my last
    map thats that large. I hope you like it nevertheless.
    PPS: For the english-speaking guys: Sorry for my poor english^^
    Author: v1rtu

    213 downloads

       (0 reviews)

    0 comments

    Submitted

  4. Blue Desert TW

    This is an all blue tiberium map, I.e. another spam map.
    This map is set up in a way that it can be played boy free-for-all, or 2v2.
    Each side has a large starting blue field, there are a couple of smaller blue expansion fields (with quick regrowth) which depending on whether the 2v2 is top vs bottom or left vs right, will decide whether these are contested or not.
    The main feature, seen in the above image, is the massive central blue tiberium field. A team based match will see players wanting to secure this area has soon has possible, and this area will almost certainly see most of the fighting.
    Each side has 2 uncontested tiberium spikes, and there are a large number of tech gun platforms, but the issue here is that the shear volume of units that can be built due to having a large starting blue field, means that these tech gun platforms will do next to nothing.
    In terms of the look of the map, I really do not like the lighting at all, it is at odds with the desert style texturing.
    This is my only visual complaint.
    As usual crates cannot be used on this map.
    Madin

    144 downloads

       (0 reviews)

    0 comments

    Submitted

  5. Terrace

    4 player nostalgia mod map by UF member Kasian (based on a Tiberian sun map)
    Modifications:
    - New Tiberium model (by Carnius)
    - Predator tank is replaced by the Titan Walker (Golan's model)
    - New Nod infantry (by Golan)
    - Tiberian Sun music
    - new fx effects: burning infantry, blood, nuke explosion

    76 downloads

       (0 reviews)

    0 comments

    Submitted

  6. CTF-FG-Divide-B

    Set on a oil platform, Divide is a symmetrical CTF-map (6-10 players) that not only rewards precision shooting but also strategic thinking.
    The map is repackaged (2014-04-02) to work with the newest version of UT.
    By William Wennergren

    41 downloads

       (0 reviews)

    0 comments

    Submitted

  7. CTF-FG-Forgeworks

    Forgeworks is a CTF map ideally suited for 8-12 players. It’s simple layout and straightforward design makes it ideally suited for newcomers and pros alike.
    Based on a design by Erik “Sabot” Franzén.
    Erik Rayleigh

    47 downloads

       (0 reviews)

    0 comments

    Submitted

  8. CTF-FG-Killscreen

    Killscreen is a CTF level for 6-12 players.
    It has a large central area built for long-ranged weapons and smaller defense areas for more close combat.
    By noraneer.

    38 downloads

       (0 reviews)

    0 comments

    Submitted

  9. CTF-FG-Olympus-B

    A capture the flag map set in a castle in the sky with a great glass wall protecting one side from the other.
    By Oett.

    39 downloads

       (0 reviews)

    0 comments

    Submitted

  10. CTF-FG-Omega13

    CTF-Omega13 is a capture the flag level for 6-10 players located on a space station inside a massive rock in outer space. In the middle of the map there is an open section where the space station goes out into space.
    This section has jump pads going across from base to base with low gravity in the middle, bringing some risk for those choosing to take the “quick and easy way”. There is an alternate corridor going across which takes longer but has a Sniper Rifle pickup in the middle and an open area overlooking the entire middle section.
    The entrance to each base has a choke point coming from the middle and then splitting up into multiple paths all ending up in the flag room, where the flag is waiting on a small platform in the air.
    By Nickolai Fuglevaag.

    47 downloads

       (0 reviews)

    0 comments

    Submitted

  11. CTF-FG-Planetarium

    Planetarium is a fast paced and jumppad-heavy capture the flag map set in space, where controlling the middle section is the key to success. It consists of the middle section with two floors and alot of jumppads.
    Two bases with two floors each. There are also four paths connecting to each base, two between the lower middle floor and two between the upper middle floor.
    By Glacke.

    45 downloads

       (0 reviews)

    0 comments

    Submitted

  12. CTF-FG-Rhea-B

    A map made for 6 to 10 players. Flag rooms are connected with a window in-between to make camping the flag harder.
    By ivan.hook

    40 downloads

       (1 review)

    0 comments

    Submitted

  13. RaceMappack.rar

    File imported by an administrator

    62 downloads

       (0 reviews)

    0 comments

    Updated

  14. snipermaps.zip

    File imported by an administrator

    84 downloads

       (0 reviews)

    0 comments

    Updated

  15. Gamespy Server Patch

    Replace your server executable with this one (UT3.exe) for it to list online.
    Epic Games is now hosting the GSA servers themselves.
     
    A guide can be found here: http://multiplayerforums.com/topic/5323-unreal-tournament-3-server-setup-guide-windows/

    718 downloads

       (0 reviews)

    0 comments

    Updated

  16. Webadmin Interface for Dedicated Server

    Extract this to your server folder and you will be able to admin your server from a webiste.
     
    A guide can be found here: http://multiplayerforums.com/topic/5323-unreal-tournament-3-server-setup-guide-windows/

    628 downloads

       (0 reviews)

    0 comments

    Submitted

  17. 3D Studio Max 8 Service Pack 3

    This service pack is required for some plugins to function such as the importer for W3D's.
    This install requires you to have the full English version of 3DSMax8 installed.

    323 downloads

       (0 reviews)

    0 comments

    Updated

  18. DM-Lea

    Update (2015-01-14): Updated Lea to version Beta01a. This version works with UE4.6. Please check the changelog below for a list of changes!
    Hey everyone, just wanted to give you a heads up on a map I'm remaking for UT4. I've included a playable alpha version for testing and feedback. Word of caution, this is very alpha. Things are either broken, or not working correctly. Things are unoptimized, etc. Check it out. :-)
    This is a remake of a popular UT2004 map called DM-Lea. The original author is H1ghTecM@n^, and I do not take credit for the UT2004 map. I am recreating this map as a tribute to the UT2004 map, but with changes that make the map playable for UT4. As always, I respect original map authors and always give credit for any remakes I make.
    Changelog:
    (2015-01-14) (Version Beta01a) (Compatible with UE4.6)
    Changed armors back to defaults.
    Finished the textures on a few more meshes.
    Fixed a few problems.
    (2015-01-12) (Version 04t) (Compatible with UE4.6)
    Huge Experimental Changes concerning armors.
    Changed belt to 100a. Now absorbs only 75% of damage instead of 100%. Added custom static mesh for 100a.
    Changed vest to 50a. Absorption **unchanged** (75% of damage). Added custom static mesh for 50a.
    Changed thighpad to 25a. Absorbs 75% of damage instead of 30%. Added custom static mesh for 25a.
    Changed helmet static mesh to a custom mesh. Helmet values are unchanged.
    Changed initial spawn times of the thighpad, helmet and vest to 30 seconds.
    Added more static meshes to the map and more textures.
    Special thanks to community member "Raste" for redoing the lighting on Lea. This sped up my lighting build quite a bit.
    (2014-12-27) (Version 04o) (Compatible with UE4.6)
    Improved the lighting. Hopefully things are better now.
    (2014-12-22) (Version 04m) (Compatible with UE4.6)
    Added temporary lighting (the ugly blue lighting that everybody hates including me).
    (2014-12-21) (Version 04L) (Compatible with UE4.6)
    Temporary fix for "92 unbuilt objects" error.
    Added a window above the center helmet.
    Added more meshes
    New Post Processing Lighting (Not finished yet)
    Attempting to add a bit more color to the map with bright glassy parts (Work in progress)
    Improved a few things, might have broke other things.
    (2014-11-30) (Version 04h) (Compatible with UE4.6)
    Epic cooked this version. Same as version 04g, but with lighting fix.
    (2014-11-30) (Version 04g) (Compatible with UE4.6)
    Note: Busy month. I haven't had a lot of time to get much done, but I'm still working on the map.
    Added new ceiling fan and ceiling meshes. Not finished texturing yet.
    Added new windows and curved windows.
    Fixed a few collision problems.
    I still have not addressed certain issues, please be patient.
    (2014-11-02) (Version Alpha04a)
    Added more static meshes to the map, improving visual detail.
    Improved textures on the windows.
    A lot of things concerning blueprints, that doesn't matter to the average player, but matters to me as a map maker. This took the bulk of my time.
    Added slanted walls in some places.
    Slightly relocated a jump pad to make it possible to slide up a sloped wall (near belt).
    Added another helmet near belt to help reduce spawn killing, by allowing a spawning player to pick up 20armor and have headshot resistance.
    Will add more information later.
    (2014-10-09) (Version Alpha03c)
    Music (Thanks nonemm!)
    Windows (Not Finished yet)
    Custom Lifts (Not Finished yet)
    Custom Lifts light up when in use.
    Emissive Materials on trims (Not Finished yet)
    Improved the shock rifle area
    Improved the lift area near sniper
    Added a new ramp near the lift near sniper.
    Added a temporary wall material to all of the checkerboard walls
    (2014-09-20) (Version Alpha02q)
    FIRST RELEASE
    Game Version Tested & Works:
    UnrealTournament-Client-XAN-2318482-Win64 (As of 2014-10-09 - Lea Version Alpha03c)
    Installation Instructions for playing the map in UT4:
    Extract the zip file to this directory: ..\WindowsNoEditor\UnrealTournament\Content\Paks
    Description:
    A remake of the popular UT2004 / UT3 map called DM-Lea. This version is based off the UT3 version of Lea, which I created in 2010. The UT3 version was based off of the UT2004 version of Lea, which was created by someone else. This version aims to be a completely different looking map, with very sci fi, somewhat reflective metals to take advantage of UE4’s new features, and also to test my abilities to create a great looking map that also has great gameplay.
    Derivative Works:
    Please do not make any derivative works of this project until it has been officially released as a final, stable, non alpha or beta version. I usually encourage anyone to make derivative versions, but please, do not do so until this project is finished. Thanks. :-)
    Disclaimer:
    This version is not built specifically to cater to UT2004 players, nor UT3 players. I’m attempting to satisfy both audiences, and create something new for UT4. If you have some constructive criticism, please voice your opinions below in a civil manner for the best reception. :-)
    Goals for this version:
    Eliminate certain sight lines that could bias the map towards being overly spawn killy, or hitscan dominated.
    Improve certain rooms like the stinger room, or the bottom center of the map, to enhance gameplay.
    Scale the map slightly smaller than the UT2004 version, and bigger than the UT3 version of Lea. Find a good balance to fit UT4’s gameplay.
    Add slopes/ramps for dodging, and add an interesting garage door to take advantage of dodge rolling. Also, take advantage of multidodge in some areas.
    Known Issues:
    Filesize at the moment is HUGE and will only get bigger in subsequent versions. I will optimize texture sizes later to try to reduce filesize.
    The map colors, and textures are *NOT* final and are subject to change.
    FIXED - Rockets get stuck in blocking volumes. Quite hilarious honestly.
    FIXED - The lifts are a little bit buggy, need some tweaking. Untested in multiplayer, not sure if working in MP.
    Working on it - Static meshes have not been optimized. There may be performance issues until later.
    FIXED - Layout needs some improvement in some areas (Shock area, Rocket area, etc).
    The area directly below belt seems a little crampt. Might need to add a little extra vertical height for the middle section of that area.
    The doorways near shock rifle have messed up materials. Brightness issues. I need to fix those.
    Todo List (Plans):
    COMPLETE Implement custom music from Nonemm (Thanks!)
    Continue creating custom static meshes, and custom textures. Improve the look of the map until it looks fantastic, and also have an acceptable gameplay:system performance ratio.
    Seek feedback from community on things. Remember, not all ideas will be accepted, but will be heard and considered.
    Come up with a good color scheme.
    Take long and healthy breaks. xD
    Music:
    Community Member nonemm from #beyondunreal IRC channel on global gamers was kind enough to make custom music for my map! It sounds really great. Check it out!
    https://soundcloud.com/fjcomposer/dm-lea/s-eu7IQ
    Copyright: Nonemm (2014). You are *NOT* allowed to use this song in other maps, projects, for personal or commercial use. If you would like to use this song in your own map, please ask nonemm for permission to use this song. You can find him in the #beyondunreal IRC channel on irc.globalgamers.net
    Credits:
    MasterG for helping me with texturing, materials and certain 3d modeling techniques. Also, feedback.
    Nonnem for the custom song! Check out his song here.
    Satan’s Father for helping me setup UE4 from github.
    Raxxy for helping me cook the map using his super awesome map cooker.
    -CaptainMigraine (Neil)

    107 downloads

       (1 review)

    0 comments

    Updated

  19. Patch 5

    This will update your game or server to version 2.1 (patch no 5).

    697 downloads

       (0 reviews)

    0 comments

    Updated

  20. Titan Pack

    Titan Pack is an official Epic Games expansion.
    Included in the Titan Pack will be a total of:

    628 downloads

       (0 reviews)

    0 comments

    Updated

  21. Generals Patch 1.0.8 - English

    December 15, 2005 - 9:00pm
     
    General,
     
    Several of our loyal supporters have passed along intelligence that has allowed the GIA to uncover and repair several glitches in your tactical software. Your software has been updated accordingly.
    Generals Intelligence Agency
    - - End transmission - -
     
    Version 1.8 - December, 2005
    Issues addressed:
    1. Compatibility patch to support multiplayer with C&C The First Decade.

    29 downloads

       (0 reviews)

    0 comments

    Submitted

  22. Generals Zero Hour Patch 1.0.4 - English

    GLA WORKER - Slow supply gather rate problem fixed.
    Online lobby sorts alphabetically instead of by rank.
    MOUNTAIN FOX - Missing bridge bug fixed.

    58 downloads

       (0 reviews)

    0 comments

    Submitted

  23. Renegade Imperial Age

    https://multiplayerforums.com/games/imperial-age/
     
    The maps and game-modes are mostly designed by current and/or former MPF Developers such as @Pwn Call @trunkskgb me @zunnie and former Developer @ImperialKaskins. Coding of the server, brenbot and veterancy were done by me @zunnie @unknown @Genesis2001 and @sla.ro for the most part.
    The game sport a wide range of variety to play with many units, buildings, weapons and powerups.
    We also have a dozen maps available that were created by the Renegade Community over the years since 2002!
     
    Fight as the Global Defense Initiative or The Brotherhood of Nod in a fictionary C&C World.
    Attack the enemy base buildings to win while protecting your own.
    Renegade is not needed to play this, it is a Standalone Installation.
     
    Have fun playing!

    823 downloads

       (3 reviews)

    0 comments

    Updated

  24. Unreal Tournament 3 Dedicated Server

    The dedicated server installation for Unreal Tournament 3.
    For a guide on how to set it up see: http://multiplayerforums.com/topic/5323-unreal-tournament-3-server-setup-guide-windows/

    1035 downloads

       (1 review)

    0 comments

    Updated

  25. FireDaemon Lite Service Manager

    This program, the Lite version is free, allows you to create services in Windows which can then monitor the program you tell it to monitor and restart it when it crashes for example.
    This is useful in particular also for the UT4 Hub which automatically quits after every 3 hours of uptime when idle. The service will fire it back up when this happens.
    You can enter parameters as well for the program to monitor and launch it with those settings.
    You can turn on and off desktop interaction too, so if you dont want to see all the started server instances on your taskbar you would turn it off.
     
    I personally tested this with Windows Server 2012 R2 and it works for MPF's HUBs on that Operating System.
     
    For a guide on how to set up a HUB for UT4 using Firedaemon as a service for it, read this:
     

    305 downloads

       (0 reviews)

    0 comments

    Updated

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