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Showing results for tags 'deathmatch'.
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Version 1.31
16 downloads
Simply when the game feature is loaded (see below), it can force team, replace player models and forces your team to a specific team when game over is triggered, by the configuration options below. The main aim of this plugin to make Deathmatch maps funnier to gather all players in a single team and freely kill themselves. Damage and kill points of all soldiers are set to negative equivalent, so nobody will have negative score for this teaming rule. You should do some configuration modifications before making the plugin fully-functional. In "da.ini", under "Plugins": In "da.ini", under "General": In "da.ini", create new section "DMPlugin": All of the settings are also compatible with gamemode specific configurations such as da_deathmatch.ini, so you can enable/disable it like, in "da_deathmatch.ini", under "General" or no category: Thank you for using this plugin! Source code is available at TheUnstoppable/DMPlugin in GitHub.-
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Version BSPv2d
138 downloads
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! -
I've added the map Yodeller to the game, it was originally designed by someone for Renegade years ago. It's been set up as Deathmatch and you will spawn with any random character from your team's PT options. Mapmakers can temp the PT options and remove infantry from the slots then the code will not include them in the available random characters for that map. Here its loadscreen:
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- renegade convert
- yodeller
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Version 1.0.0
83 downloads
A moderate-size level designed primarily for deathmatch/elimination (6-8 players recommended). It takes place in a waste refinement plant, as implied by the greenish-bio theme shown. There are a variety of ambient sounds in place to add immersion, along with some dynamic objects like rotating cylinders and a couple of matinee objects for aesthetic purposes (though some clever devils will find a way to use them in special scenarios). There are basically only two floors to navigate, both linked by ramps, lifts and a jump pad from different locations so snipers don't get too cozy. All weapons are available along with 4 different powerups and the Redeemer. Some wall-jumping skills are required to access a few of these powerups as well as key vantage points. Overall the level is very interconnected, so familiarize yourself with the surroundings if you're not a fan of surprises. This level is long overdue and sat in the "near-completion" stage for far too long, I wanted to get it the hell out there instead of perfecting every nook and cranny before publishing. It's my best level so far, though probably still inefficiently designed from a technical standpoint (too many point lights, and perhaps too much sound ambience). What it all comes down to is the ambiguous term of "flow" which may or may not be found lacking in this level, as a UT map isn't worth much if it doesn't play well, regardless of how sexy it looks. Hopefully people enjoy it and give some feedback from the gameplay standpoint, and if nothing else I hope some folks can scavenge some ideas/inspiration from it for their own projects. Have at it! -
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Version 1.2
217 downloads
DM-Jungle (V1.2), a Deathmatch map for 6-10 players for Unreal Tornament 4. It has random fog density, each time you play this map, the fog will change. MapRotation=/Game/DM-Jungle/DM-Jungle RedirectReferences=(PackageName="DM-Jungle-WindowsNoEditor.pak", PackageURLProtocol="http", PackageURL="redirect.mpforums.com/ut4/users/wARmAcH1n3ae61/DM-Jungle-WindowsNoEditor.pak", PackageChecksum="ac9ddf1196edaa106656763ce827307a") Gameplay video: https://www.youtube.com/watch?v=Ijy4SoAsccg&feature=youtu.be Special Thanks to: -Low Poly Rainforest from Dokyo -Tropical Plants from www.3dmodels-textures.com/store/3dmodels/Vegetation/Tropical -some Textures from www.gametextures.com -Grass mesh from OliverMH www.blendswap.com/user/OliverMH -Sonniss.com for GDC 2016 (ambient sound)-
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- jungle
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Version A1
41 downloads
Remake of the UT2k3/2k4 map DM-Antalus First version (A1) uploaded for play testing and feedback, to check scale and fine tune things for movement. Atmospherics (lighting, materials, meshes, emitters, water, etc) will be made to look better after the scale and geometry are good. Run through with feedback from cafe.- 1 review
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Version A1
71 downloads
A ginormous map based upon the UE4 Landscape Mountains demo. This was made as an experiment to see how a really, really big map plays in UT4. It's roughly 500k uu on each side, by comparison Deck easily fits in a 20k x 10k area. It's not really meant for online play (at least not unless the load time gets fixed) but rather for players who want to try playing with a lot of players/bots on a really huge map. The performance actually isn't bad even with 32 players/bots in. I easily hold 120+ FPS on a GTX 970 with 31 bots in, all settings at Epic and FXAA on. Some months back I was getting a rock solid 70 FPS with the same number of bots on a 2Gb GTX 960 (I don't remember what graphics settings that was with though). Important Notes and Caveats: - This map is really, really big. So large it plays best with sniperarena or zoom instagib. Though it can handle a lot of players, it's so big, even with 32 players, you really want a weapon with a scope. - The pak file is also quite large (nearly 500Mb), you probably will disconnect while downloading from the redirect server. Just let it finish downloading and then rejoin the server and you'll be fine. - It takes a while to load too, about 1 minute loading from SSD on my system. Not sure why loading takes so long, it used to take 10-12 seconds but something changed in the game several builds back causing it to take much longer to load. This may cause online timeout disconnects for players running on slower computers. I wasn't planning on uploading this map anymore until the long load time gets fixed but a few players keep asking for it so here it is. The map is now (or soon will be) up on all the MPF HuBs for online testing.- 2 comments
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- duel
- deathmatch
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Version A1
45 downloads
Remake of DM-Conveyor from UT99 A large map with plenty of vertical action, all of the weapons, most of the powerups and it's signature feature, a lengthy conveyor belt that moves objects like players and sticky grenades. The atmosphere is far from done, there's still a lot of work to be done on materials, lighting and meshing but it plays pretty good and is more than ready for online play now. -
Version A1
66 downloads
Quick port of DM-Pressure from UT99 with the trap working. I don't plan on doing a proper remake of this map so I've included a zip containing the umap file and all custom/ported assets used in the map in case anyone else wants to use it as a starting point for a proper remake. Simply extract the zip into your editor's Content folder, the umap will be under Content/Maps and the assets in RestrictedAssets/Maps/WIP/DM-Pressure-UT99. -
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Version V16
73 downloads
Remake based upon Rich "Akuma" Eastwood's original DM-Malevolence for UT99. It has the same proportions (scaled up by 2.5), room shapes, item placement and no extra items (other than 5 vials replacing the ripper in the water passage). Malevolence is a fairly small map, great for fast paced Duels and FFA.- 1 comment
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- 1 review
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- tdm
- deathmatch
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Version A34A
54 downloads
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.- 1 comment
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