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[ut] Rise of Evil, (Monsterhunt)

For discussion of anything relating to multiplayer gameplay in the Unreal series, including co-op.

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User avatar VatcilliZeitchef
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Subject: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 23 Apr 2012, 13:13

While initially it would seem this place is only for singleplayer, I was told by others that I might want to post this map here as well
due to it being a project quite alike singleplayer in many ways.

This map brings you to the city of West-Byesridge Located on the NEG Planet Indiaca. A city which has been overrun by an outbreak like no other, Only a while ago, this city was bustling with life. A city now only inhabited by a few survivors, and the endless bloody hordes of living dead.

And that's where you'll be going, forget all you knew from those zombie movies. These monsters will be just as fast as you, if not faster, take your shotgun, your grenade launcher, chainsaws and rifles.. What? You heard me. You were expecting shock-rifles? Go, Kill or be killed.. And eaten.

A download link for the beta can be found here: here
But please read on before getting this. And.. Some screenshots!

Image Image
Image Image
Image

Features:
    ●Map makes intensive use of unreal's "grab" key, so make sure to bind that (Open the console and type (without quotes) "Set input (key) grab" )
    ●As one of the survivors of a squad sent to control the situation in the city of West Byesridge, fight your way through endless masses of zombies.
    ●A large, dark city-based map where enemies lurk around every corner.
    ●Numerous new enemies like the common infected, also dubbed "ghouls" the sneaky, deadly, but fragile Lurker, and the hulking abomination.
    ●Custom weapons such as the Shotgun (Modified flak cannon), Gatling gun (Modified Minigun), Handgun (Modified automag), and scoped rifle (Modified sniper)
    ●Uses in-game cutscenes for certain points in the game.
    ●Custom NPC character "Myoko"
    ●An action-packed boss fight of a kind never seen before.

Note: the map requires the monsterhunt gametype
Last edited by VatcilliZeitchef on 23 Apr 2012, 22:10, edited 2 times in total.

User avatar AlCapowned
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 23 Apr 2012, 19:54

I've always wanted to see a map that uses the grab key. This map sounds like a blast!

User avatar []KAOS[]Casey
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 24 Apr 2012, 01:55

Sad thing is things that need the grab key{usually} aren't identified in any way, so you may go up to a button and not know to use the grab command. Shit kinda sucks, wish there were some UI hook for that built into unreal/ut so you can know, sort of like in half life where it shows E to do stuff.

User avatar evilgrins
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 25 Apr 2012, 07:31

Like I said at Herm's, this map has great bot pathing but the bots can't play the map by themselves completely. They will only fight up to a specific point and then opt to defensive mode. The map requires an actual player to get into it and take them to each stage or they won't keep going all the way by themselves...

Image

...I'm a bot guy. It's a thing.

User avatar VatcilliZeitchef
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 25 Apr 2012, 15:20

I still wonder what the issue there is, the map is pathed from begin to end and they do follow the player all through.. But they don't seem to consider the "huntobjectives" as a valid thing to search for. They are good as cover and fight for themselves till about the location of the weapon shop, sometimes the hospital or the graveyard.. But never further than that. I still haven't found anyone willing to help me on the points that are troublesome, most forums are sadly, rather dead.

Until I manage to fix it, the bot support should be considered the fact they can act as cover fire.
This project has become too large for me to manage properly on my own.

As for the "Use key" I actually did my best to add a sort of graphic (A glowing orb) to many things that can be grabbed (except doors, those are for the player to inspect) and there is a message in the HUD telling you to grab too.

User avatar evilgrins
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 26 Apr 2012, 21:28

VatcilliZeitchef wrote:I still haven't found anyone willing to help me on the points that are troublesome, most forums are sadly, rather dead.

A lot of forums are but some are fairly active. Here and Herm's being where I've seen you list this.

I also use:
http://www.ut99.org/
http://forums.beyondunreal.com/
http://hooksutplace.freeforums.org/portal.php
http://www.online-multigaming.com/news.php?page_id=81
http://www.destinationunreal.com/index.php
http://mars007.freeforums.org/portal.php
http://unreal-mayhem.com/nuke/index.php

User avatar VatcilliZeitchef
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 30 Apr 2012, 12:25

You're right of course, perhaps it's just me lacking the knowledge on how to ask for help..

But if anyone is capable of looking into the bot pathing and figure what the heck is wrong.. That would be nice.

User avatar evilgrins
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 30 Apr 2012, 20:51

VatcilliZeitchef wrote:You're right of course, perhaps it's just me lacking the knowledge on how to ask for help..

But if anyone is capable of looking into the bot pathing and figure what the heck is wrong.. That would be nice.

On ut99.org I'd suggest you check with Jack Griffin, who apparently helped you initially. When you posted it on Herm's I mentioned it over there and he responded with this:

http://www.ut99.org/viewtopic.php?p=37515#p37515

I suspect he'd be more than willing to help again, given his response.

User avatar VatcilliZeitchef
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Subject: Re: [ut] Rise of Evil, (Monsterhunt)

Post Posted: 01 May 2012, 17:34

I signed up, let's see see what can be done, After all this time I'd like to release this map proper at some point, rather than doing it half-arsed as I was forced to now.
God knows it's been long enough.


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