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  1. ChA1NsAw

    DM-Amigara

    Version 0038

    50 downloads

    A DM map based on the Zhangjiajie mountains in China, THPS1 Downhill Jam level and Tomb Raider 3 Jungle level.
  2. zunnie

    DM-Lea

    Version Beta 01a

    107 downloads

    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)
  3. Version 1.0

    44 downloads

    I've originally created this map for CS:Source back in 2005 or so. Some servers are still running the map to this day Ported it to CS:GO now. Have fun
  4. Version 1.0

    196 downloads

    General Map Information Ever since 4.0 came out, Blazea58's wanted to create some C&C mode maps. He decided he would create a small infantry map, somewhat like C&C_Sand or C&C_Gobi, though one that has more then two direct entrances into the bases. Editor map Setup and Scripting work was done by zunnie. This map has four ways into the bases, and two spots for snipers to perch from as well, overlooking each base. The bases are only seperated by a thin mountain, and a tunnel which you can use to quickly get there. Then there is two large paths around the outside of the bases, and an underground tunnel which goes directly into each base. There are Cannon- and GunEmplacements available in base. The base tunnels are protected by Ceiling Guns and the main base area by three Gun Towers. There is one Nod Buggy and one GDI Hummvee on the map. The Tiberium Silo's grant $5 every 3 seconds. They take 3 Timed C4's to be destroyed and you can repair them back to full health again after which they team to the team that repaired it and grant them money again. The Tiberium Silo's do not count as an actual building and it is not required to destroy them to win the game. The Buggy and Hummvee can have 1 driver and 2 passengers. Known Issues: The Tiberium Silo's will not be killed by beacons due to an engine limitation and the way they are setup. Greetz Blazea58 & zunnie
  5. Version 1.0

    179 downloads

    General Map Information Hon_DM is a deathmatch type of map with a little twist to it. You will spawn as a random character on this map, with a higher chance of becoming the lower class characters than the high class $1000 characters. The map is based around a Single Player Hand of Nod building with a huge interior with elevators and everything. Domination The purpose of this map is not to braindead-kill-and-shoot like most Deathmatch maps. On this map there are 9 "Control Points". When your team repairs a Control Point your team gets 1 Capture Point per second per Control Point. When the target of 5000 Capture Points has been reached your team will win. Thanks Thanks goes out to Mauler from the TCW Dev Team for the Domination Control Points and their textures. Also thanks goes out to Aircraftkiller for releasing the Single Player Hand of Nod which is featured on this map. The grass texture was also created by Aircraftkiller, i believe i ripped it from his Golf_Course map or something, can't remember lol. ---------------------------- Create your own Domination map There are only 5 scripts required on your map for domination to work. z_hon_randomchar : Changes players characters when they spawn to a random character z_hon_dom_control : Sets the required amount of Capture Points. z_hon_dom_pointgen : This script makes sure that captured points generate points for the teams z_hon_dom_node : Sets the name of the control point and makes it behave like one. JFW_Change_Spawn_Character : This is needed to change the spawncharacter of players. How is it set up? 1) First you create two temped presets for the GDI and NOD Minigunners and you must call them "GDI_Spawn" and "NOD_Spawn". Then on the scripts tab you put the script "z_hon_randomchar" and that's it. 2) Create a Daves_Arrow on your map and attach the script "JFW_Change_Spawn_Character" on it twice, one set with Player_Type 0 & NOD_Spawn as Character. And one set with Player_Type 1 and Character set to GDI_Spawn. 3) Create another Daves_Arrow and put the script "z_hon_dom_control" on it with Points_Max set to the number of Capture Points required to win the game. 4) Create a new strings category using tdbedit.exe into strings.tdb You can find this file in your leveledit mod folder in ALWAYS\TranslationDB 5) In Leveledit goto Strings->Edit Table and scroll to the right and select the category you added in step 4. There double click on an empty line to add a new string translation. Here you can now give your first Control Point its name. Code ID: IDS_DOM_North with String: North Control Point 6) Now temp the preset under Object->Simple->Simple_DSAPO_Versions->Simple_MiniConsole and name it Dom_North_Point and set its translated preset name to your IDS_DOM_North Set the Physics Models to dom_node.w3d(big version) or dom_node_s.w3d(small version). Its Health should be 2 and MaxHealth like 300 and CNCMCTSkin as its skintype. 7) "Make" the control point on your map and position it. Now save your level "AS" C&C_Mymap.lvl and create a mix file using XCC mixer. Also include a strings.tdb which you RENAME TO strings_map.tdb. Then you *should* be able to capture the CP and gain points. The scripts will automatically spam the players a bit every minute or so with what the current score it at.
  6. Version 1.1

    147 downloads

    General Map Information Clan420z is a typical deathmatch map with only a Barracks and Hand of Nod present which players have to destroy to win the game. There are also Refineries but they cannot be killed and are only present to provide some money income of $2/sec. I only fixed this map to work with TT 4.0 properly as the game would not end when either the Barracks or Hand of Nod was destroyed. In this fixed "z" version it does end the game as soon as either the Barracks or Hand of Nod is destroyed. LMAO at the bunker where Nod is growing weed lol. Great map, ++ to the creator. Oh yeah, the Pickup Trucks can hold 5 people Thanks Thanks goes out to Blazea58 who created this map originally. This map is kickass. Thanks and great job.
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