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zunnie

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  1. Like
    zunnie reacted to Metalfist for a file, NyanDeemer   
    The Nyan cat redeemer is back for ut4! I saw the Nyancat redeemer in UT3 and thought that it would be funny to remake this.
    If you haven't seen the UT3 one then here you go: https://www.youtube.com/watch?v=Fs-qfcfnsBw. 
    Including features are the Nyan cat with rainbow trail and sparkles, Nyan music, colored explosions, Nyan cat flight hud and custom kill messages. 
    Besides that there is even more added like custom weapon skin, cupcakes target indicators and seasonal cats including Tac Nayn on any Friday 13th!
     
    How to run it:
    Save it in "YourUserName"\Documents\UnrealTournament\Saved\Paks\DownloadedPaks and it should show up in Unreal Tournament.
    Start a custom match and add the mutator WeaponReplacement or WeaponArena. Select config mutator and change the weapon to NyanDeemer.
    Nyannyannyan!
     
    Thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?22398-NyanDeemer
     
     
  2. Like
    zunnie reacted to luaudesign for a file, DM-OctoRankin-1on1 Beta2   
  3. Like
    zunnie reacted to poLemin for a file, DM-Thaw   
    This level was created for the Epic Games & MapCore's Team Showdown Contest
  4. Like
    zunnie reacted to SymphonyheLL for a file, DM-Harddome   
    the hard dome is intense action in deathmatch , hard dome have large design with small corridors and elemental  areas for give a felling a "domination style"
    recomended for 12-16 players
    enjoy
  5. Like
    zunnie reacted to Metalfist for a file, CTF-AsteroidDrill   
    This astoroid mining platform is currently stationed to mine asteriods in the belt of the planet EA-P9605. Valuable resources are collected for the Liandri Mining Corporation and serves as a battleground to maximialize profit gained from this station.
    The map features very low gravity (0.25 gravity) outside and normal gravity inside the bases. There is a trap in the middle of the map (at the Udamage) which has been made in Blueprint. Shoot the button and try to trap & kill someone inside. There are also team based doors, which only open for a certain team. The map also has a rotating skybox!
     
    Forum thread: https://www.epicgames.com/unrealtournament/forums/showthread.php?21233-CTF-Asteroid-Drill-v6-(aka-Asteroid-Mining-Facility)
     
     
  6. Like
    zunnie reacted to MauL for a file, DM-Maelstrom   
    Current Version: RC1
    Current Version Release Date:  7/4/16
  7. Like
    zunnie reacted to NATO for a file, DM-Vacant   
    Created for the Team Showdown Mapcore contest! Enjoy.
  8. Like
    zunnie reacted to TheGlecter for a file, DM-Batrankus   
    The BSP version of DM-Batrankus, for those who want to play it at best performance!
    The final, meshed version of DM-Batrankus is available at the UT Marketplace.
     
    A DM/TDM/TSD map for 6 to 10 players, with strong focus on the floorplan and item placement.
     
    Key Features:
    Snipe the major powerups from the whole opposite side of the map! Use the underground zone to JumpBoot your way to pretty much any place within seconds... at your own risk! The sides have the weapons and pickups. The middle has the z-axis advantage. Easy to understand but hard to master! Quite a lot of shortcuts and crazy jumps for advanced players to be found (map can be navigated perfectly without jumptricks, though).
    Credits:
    Thanks to 'RattleSN4K3' for the awesome MapScaler tool. I can't stress enough how awesome this tool is. Wood sounds by 'rage91', 'maxdemianagl', 'yesfan', 'timpryor' and 'rudmer-rotteveel', from 'freesound.org'. Thanks also to 'tidu' for the Blueprint help to make the Keg spawn only on DM and TDM!  
    Enjoy! And use your JumpBoots wisely!
  9. Like
    zunnie reacted to Numb for a file, DM-Zenith   
    This is a duel map that focuses on a ton of z-axis action.  Inspired from maps like DM-1on1-Roughinery from UT2004.  Enjoy
  10. Like
    zunnie reacted to barsam2 for a file, DM-Shrapnel   
    Conversion of Cliff Bleszinki's UT99 Map Shrapnel.
     
    Admin Info:

    Path: Game/DM-Shrapnel/DM-Shrapnel-v18

    md5: BA12E68435DA7A318D7BCAE96735C90C
  11. Like
    zunnie reacted to barsam2 for a file, DM-HighRise   
    My take on the ShooterGameDemoMap from the UE 4 Learn Tab.
     
    In the period where WarpSpasm hasn't recooked this Map from mid 2015 to Nov 2016, I started converting this into a UT4 Map.
    As he already mentioned, it's not an ArenaStyleMap, but good SniperPractice
     
    Admin Info:

    Path: Game/DM-Highrise/DM-Highrise-v14

    md5: CF2A0DF5E4AA01E76AE66BCF4F3CAE4C
  12. Like
    zunnie reacted to WarpSpasm for a file, DM-GasDroid   
    UT 4 Map for EPIC/MAPCORES 2016 Showdown level design contest
  13. Like
    zunnie reacted to Numb for a file, DM-Arc   
    This is a duel/2v2/tam/eliminations map that uses wall running architecture.  I tried my best to make this architecture an important part of the gameplay.
  14. Like
    zunnie reacted to MoxNix for a file, DM-Turbine   
    Remake from UT99.
  15. Like
    zunnie reacted to MauL for a file, DM-UC-SpaceNoxx   
    Background:
    I built this completely from scratch to learn UE4 since I haven't had time to map much these days so I thought I would take on something small. Although I have meshes in it, I consider it really pre-alpha since every single thing might change. Materials, lighting, gameplay, skybox etc need a ton of work. Mostly I'm just playing around having a blast in the editor but I thought I'd get it playable so people could start having fun with it.

    Scale:
    To get a feel for scaling on my own, I used the Malcolm/Taye method of measurement (i.e. Malcolm mesh in UT3/Taye in UT4) and measured certain distances in my DM-MCC-SpaceNoxx for UT3 to the same number of Taye's and came up with 2.2 which is a number I've seen others use. From there I built the BSP and lo and behold, it felt terrible. The main thing I think is the eye height in UT4 made me feel Liliputian at that scale. So, I dropped Rattlesnakes' awesome MapScaler in and started playing with different scalings until it felt just right (for me anyway). It turns out that about a 25% reduction from the 2.2 scale felt best. Once I had the scale correct, I realigned all of the brushes to the grid the best I could (still a bit messy).

    The other big thing of course is that the mix between no double jump and the desirable level of gravity change up things in UT4 quite a bit. The key distance is being able to jump across the center pit area and grab the amp at just the right height with only a single jump. I don't like the gravity too floaty so I may change it a little still but it's getting close. I really haven't added in any UT4 specific movement stuff and I'm not sure if I will so it's kinda old school anyway. Without the pipe meshes on the towers you could wall run on them but it kinda flings you out into space so its not really useful there. I've considered some DM-RGB style rings around the play area but I'm not sure I'll go there for this one.

    Bots:
    I still have a lot to learn about the nav mesh and might have to break it up into pieces as others have done. I feel like I'm missing some of the easy controls on the old pathnodes. I can't get the bots to go for the amp yet and they are doing weird things everywhere. If there's a "force path" equivalent, I'd like to know what it is.

    Ladders:
    Okay I know Clawfist joked about this but just for laughs, I added a real ladder on the back of some of the towers. I know people liked getting to the upper ring like that in UT99 but I didn't have that available in my UT3 version. The only way I could currently get it to work is by using a physics volume with the "water" box checked. The problem with it is that if you jump when you're in it, you'll hear a water splash. I tried all of the different physics related volumes and couldn't getting around that yet. If I uncheck "water", it doesn't work as intended. Alternatively I could massively change the slope of the the backsides of the towers.

    Weapons/Powerups:
    I intend to add the secret areas at some point with some blueprints. Not sure what I will put in there yet. Nothing more fun than getting an elevator launch and dropping the deemer on everyone tho lol! I'm playing around with the belt down a ramp on the back. Not sure if I'll keep that. Currently the ramp is too steep for bots to want to come back up unless you entice them.

    Misc:
    Dialing in the sunrise over the planet was an interesting challenge. Essentially I used the sun position from the directional light/atmospheric fog to get the light position dialed then disabled the built in sun. I then placed 3 planet meshes in, one to be the sun, one to be the planet atmosphere, and one to be the planet of course. I then created material instances of all 3 that I could modify. On the main planet, I had to figure out how to move the fake sun/shadow positlion and also on the atmosphere glow, I had to adjust that just right. I then modified the intensity and color of the fresnel settings on all 3 meshes/materials to get it dialed in. Tedious but fun.
  16. Like
    zunnie reacted to Raste for a file, DM-Hydraulics   
    The only sci-fi industrial hydraulic energy plant you will find in unreal tournament 4. Bright and gloomy, safely perilous this factory will trap you just as much as your enemies in its pressure chamber. A deadly arena for large fights
  17. Like
    zunnie reacted to crocopede for a file, DM-Rankin-BC_WIP01   
    Rankin BC WIP Map
  18. Like
    zunnie reacted to Brando for a file, DM-Alpine   
    Created for the Mapcore/Epic mapping contest, DM-Alpine was designed with a different type of showdown play style in mind. I've specifically designed the map around you not picking up armor at all and have placed weapons in places of conflict around the map. Following a snow castle theme, much like dm-chill, it has a slight difference to separate itself from similar maps with its nighttime-esque lighting. The map was made for 6 players specifically.
  19. Like
    zunnie reacted to MoxNix for a file, DM-Mojo   
    Remake of Cliff (CliffyB) Bleszinski's original DM-Mojo ][ from UT99.
  20. Like
    zunnie reacted to effects69 for a file, DM-TwinFalls   
    A medium sized outdoor map, set inside a ruined glade.
  21. Like
    zunnie reacted to ConradJustin for a file, DM-Broken   
    This is my DM and TDM map located in old city. Most building are damaged, some of them collapsed... Moss and ivy will find its way.
  22. Like
    zunnie reacted to r3sur[r3Kt] for a file, AOD Enemy Retreat v3   
    AOD (Art of Defense)
    - 5 players (1 AI)
    - Defend the incoming waves and stop them reaching the other side
  23. Like
    zunnie reacted to lawlorz for a file, DM-bTSD   
    Team showdown map for the new Unreal Tournament. The map file is the BSP shell for gameplay. The screenshots are the same map at its current state in meshing.

  24. Like
    zunnie reacted to [PHX]Big_Deal for a file, DM-Cheops-UT4_V08   
    DM-Cheops-UT4. Please let me know if you found some bugs or if you think something should be changed.
     
    Have fun!
  25. Like
    zunnie reacted to Harkomas for a file, CTF-Summit   
    This is my very first level for the Pre-Alpha of Unreal Tournament (4).
    Let me start off by saying this whole general process of Unreal level designing, uploading, distributing etc. is all very new to me, as I have only been using the Unreal Engine 4 for about 3-4 months, and there's bound to be some design errors and rookie mistakes for a while until I get the hang of it all.
    With that being said, here's Version 1 for CTF-Summit! An ambitious project for my first map, It's a rather large capture-the-flag level set in an aerial base over a frozen landscape. There are numerous ways to navigate up and down the level, and powerups are focused in the gas chamber at the central map, and two elevated platforms on the level's outskirts.
    Due to it's visuals (and large size) it might be a little rough on lower-end PCs, which is one of the reasons I want this tested. Bots might be inconsistent with their pathing as well.
    For me this is my entry into the level designing community of Unreal Tournament 4, and I would really like to present some standout levels, which means I need some critical feedback and honest opinions on my works (Don't be afraid to nitpick! Everything from the general map flow and bugs, to the lighting consistency, to the architecture such as pipe/floor trim placement can use criticism, and I would appreciate it if you don't hold back).
     
    I hope you enjoy, and let me know what you think.
     
     
     
     
     
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