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My map file to check out

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Submitted by souri on

If you're curious to look at the map I'm working on, [url="http://www.sumea.com.au/sumeamod/ZSumeaCity1.rar"]click here to download it[/url].

It's in very rough early stages and some paths not created yet. There are some errors in the map and when you compile it, but I will fix it of course (I'll be building and refining this one map until it's darn good!). The Leviathon is pretty big and does some wacky things, but I just threw it in there as a test for the vehicle escort part of the objective.

Anyway, save it in ut2004/maps, load it up in unreal ed, and compile/play it.

Submitted by Makk on Tue, 08/02/05 - 12:19 AMPermalink

Mind posting some screenies?
I dont have UT2k4.
btw, how would it run online with a 56k and athlon 1.5, radeon 9500 PRO 128MB and 256 ddr of ram?

Submitted by mcdrewski on Tue, 08/02/05 - 1:00 AMPermalink

ditto - for now. I'm ordering my new PC this week and will get ut2k4 when I do :)

Submitted by LiveWire on Tue, 08/02/05 - 7:54 AMPermalink

Makk: i think you'll run it on your pc fine (though you might need to drop some details). as for the 56k, i connect at 32k on a 56k modem and, although jumpy, it's somewhat playable. [:?]

i'll check out the map as soon as i get UT2k4 installed again - i used to have it but that was a friends copy i had to give back. i'll going to buy the dvd edition as soon as i get a dvd rom (some time this week). hmm, funny how that's three of us now that are involved in this project but dont actually have the software!

Submitted by palantir on Wed, 09/02/05 - 11:20 AMPermalink

Hehe, yeah, I don?t have it either. [:o)]
BUT, I?ve ordered a copy from EB and will pick it up by the weekend. Then I?ll probably spend the next week checking out all the mods and models and things that are around for it.

Submitted by Makk on Thu, 10/02/05 - 7:37 AMPermalink

Picked it up today $50 for the DVD edition with the tuts on it.
Cant seem to download your map either, gives a file not found error

Submitted by palantir on Thu, 10/02/05 - 9:44 AMPermalink

Same with me ? both in that I got the DVD edition for $50 today, and that I can?t download your map.

I've had a couple of online games; man I'm such a noob! I'm always hopeless at first though. Think I'll get some practice with the bots before trying again. - Or maybe I'll just give up playing and get to work modelling something..

Submitted by UniqueSnowFlake on Thu, 10/02/05 - 8:19 PMPermalink

well I don't have the problem of not having UT2004, I just have a problem with downloading the map file.. the link isn't working. I'll try again later today..

Submitted by souri on Sat, 12/02/05 - 1:59 AMPermalink

Whoops.. try the link again.
Anyway, I've since had to redo the walkways properly in the map (with brushes and sticking with the grid).

Submitted by LiveWire on Sat, 12/02/05 - 3:37 AMPermalink

i have UT2k4 now. just go my dvdrom and the dvd version with the tutes. awsome stuff but i feel a little ripped of cos i already had half of them from 3dbuzz anyway! pleanty of new ones to keep me happy though. i want to get to work on a map but i have to figure our what i'm doing with scootarama first before i know what i'm doing for each project.

downloading your map now souri, i'll check it out

EDIT: hmm, it's crashing on me. says it's probably due to my comp overheating or a corrupted instal, but other maps open fine. i'll try it again after i've shut down for a while just in case.

Submitted by souri on Sat, 12/02/05 - 12:48 PMPermalink

Click it again to download the new version. Just whacked on some textures on brushes to check out the lighting, and did some other small things.

Submitted by UniqueSnowFlake on Sun, 13/02/05 - 11:29 PMPermalink

I tried to run the map today..

I get this error:

Failed to enter I:SumeaCity1SumeaCity1.ut2: Can't find file for package 'VSOverride'

History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free

Submitted by LiveWire on Mon, 14/02/05 - 2:51 AMPermalink

trying to load it in unreal ed i got:
Assertion failed: Actors.Num()>=2 [File:c:ut2004buildut2-codeengineincUnLevel.h] [Line: 428]

have no idea what that means, and i don't suppose it's much help posting it, but there you go.

Submitted by Makk on Mon, 14/02/05 - 10:22 AMPermalink

Yeah, I get a whole lot a gibberish too when I try to open it :(

Submitted by Kezza on Mon, 14/02/05 - 3:15 PMPermalink

Souri probably forgot to package the resources that the map is using, as well as any scripts or required extensions needed by the map.

Submitted by souri on Tue, 15/02/05 - 1:46 AMPermalink

Whoops, the VSOverride script isn't there. Do a search for the VSOverride actor on google and download it. I used it to put a test vehicle in a deathmatch map.

There'll probably be other errors too. [:X]

Submitted by mcdrewski on Tue, 15/02/05 - 9:35 AMPermalink

WooHoo! I got ut2k4 today! I'll try installing it on my work PC tomorrow and taking a look at the map.

Did I mention that I love working for a games company? [:)]

Submitted by UniqueSnowFlake on Tue, 15/02/05 - 8:26 PMPermalink

Pretty cool map so far Souri,

For those who need the model for Souris map you can download it here:

http://unrealtournament2004.filefront.com/file/VSoverride_ACTOR;27520

With that everything seemed to be working. I don't know if it was on perpose.. but I jumped into the vechicle and shot a heap of guys, 10 more of the vechicles rained down from the sky.. almost killed my computer :P

As for the map, maybe a little big. Looking at the people your trying to kill look tiny. Might also be cool to have the buildings around you to be alot higher As if you are in a huge city. I loved the water way, cool idea [:D] With things like street lights you might want to make them into static meshs just to be nicer on the engine.. Anyways great start :)

Submitted by LiveWire on Tue, 15/02/05 - 11:29 PMPermalink

alright it's working!

certainly is big. cant wait to see it all come together once we have actualy gameplay and objectives.

i had the same vehicle problem. seems that as soon as you move the vehicle it spawns another in it's place - only it lands on top of the one yuo have just moved slightly - and so another trys to spawn cos the one that just spawned isnt in the default location, and so on. at least that's the best i can understand it from the few seconds it took for me to jump out and be crushed! considering that it might just be spawing them while the player is in the vehicle cos they stoped once i jumped out.

Submitted by mcdrewski on Wed, 16/02/05 - 8:29 AMPermalink

quote:With things like street lights you might want to make them into static meshs just to be nicer on the engine..

N00b question from me here, in UT - is a static mesh just a term for instanced geometry?

Submitted by LiveWire on Wed, 16/02/05 - 10:13 AMPermalink

UT uses BSP geometry for most of it's construction of the basic level layout, however you can bring in static 3d meshes exported from other apps like 3dsmax. and you're right about them being instanced so it's superior to BSP in that respect, however they cannot receive shaddows and lighting is done per vertex (i think).

Submitted by mcdrewski on Thu, 17/02/05 - 9:37 PMPermalink

OK, looked at the .txt file that comes with the VSOverride actor.

quote:
In the actor, under the properties, there's an option called bRespawnVehicles. When this is set to true (it's true by default), your vehicle factories (as long as it's ONSVehicleFactory or ASVehicleFactory) will churn out the vehicle of your choice rapidly, but only one will become available at the time, of course. So you can still have vehicles from the start, technically. Just set that property to true, put your vehicle factory actors in and the vehicle will appear when you start the map and be replaced when you drive the vehicle away from its spawning point.

...which explains the behaviour y'all are seeing.

Submitted by souri on Fri, 18/02/05 - 6:51 AMPermalink

Acutally, I thought the map was kinda small! The first objective is to get to the vehicle, so the defenders spawn at that area and defend that, then you escort the vehicle through the tunnel whilst destroy barricades, down to where the grass is and then to the sewers again. Plus side objectives planned as well etc..
Anyway, I just chucked that actor/vehicle there as a test (the leviathon is way too big for it), as you can't test vehicles in a deathmatch map, and I can't be screwed setting up an assault map as yet.
There's a long way to go with the map, what's there is basically a rough outline of where the paths and things are. There's going to be much more interesting architecture, pathways and other eye candy. I'm basically just going to be concentrating on this one map so that it'll look really nice. Those street lights are static meshes btw.

Submitted by mcdrewski on Tue, 22/02/05 - 9:02 AMPermalink

pretty damn cool - I like the swampy waterway end a lot ( although the bright white texture makes it tricky to find those stairs there! :) ) Looking forward to seeing how it all fits together.

Are you thinking of making a go-anywhere vehicle, or, an on-a-rail like vehicle (you don't need rails, you can just make it a maglev)?

Submitted by LiveWire on Tue, 22/02/05 - 10:26 AMPermalink

how will the objectives for each side work? i'm assuming it's like a assult map in that one team has to get to complete objectives while the other simply trys to stop them within the time limmit. i like thoses games but i think it would be cool to have both teams needing to complete objectives to win, and no time limmit. dunno how you would do that without it beeing a simple "BF hold the flag" senario. i'm to tired to think of a solution now though....

Submitted by souri on Thu, 24/02/05 - 10:59 PMPermalink

Probably a go anywhere slow vehicle. There'll be small barriers so the driver can't veer off course.

Yeh, I like a variety of maps - anyone can choose to do something like you suggested. I want to see someone do a large open kind of map too. I'm heading towards this kind of map though.

Submitted by LiveWire on Thu, 24/02/05 - 11:06 PMPermalink

it would be best to have a variety, so you should definatly do that kind of map. assult in UT is great, but it gets boring after a while, same with BF style control points. a few of each would keep it interesting i rekon.

Submitted by Makk on Sat, 26/02/05 - 3:14 AMPermalink

I wouldnt mind doing some sort of capture the flag map, in the layout of 2fort from HL TF. Though I havent mapped since the days of Quake1 eek!

Submitted by souri on Tue, 01/03/05 - 4:59 AMPermalink

You should give it a shot. It's not too hard, especially with the Unreal engine. You could even just create the map entirely through your favourite 3d application and import the models into Unreal as static meshes.

Submitted by mcdrewski on Wed, 02/03/05 - 9:14 PMPermalink

hey guys - i'm starting to learn UnrealScript, and nothing teaches better than an actual project.

If you want "stuff" written for the map (ie: triggered vehicle spawner, objective satisfaction) then just drop me a PM and I'll get right on it.

Posted by souri on

If you're curious to look at the map I'm working on, [url="http://www.sumea.com.au/sumeamod/ZSumeaCity1.rar"]click here to download it[/url].

It's in very rough early stages and some paths not created yet. There are some errors in the map and when you compile it, but I will fix it of course (I'll be building and refining this one map until it's darn good!). The Leviathon is pretty big and does some wacky things, but I just threw it in there as a test for the vehicle escort part of the objective.

Anyway, save it in ut2004/maps, load it up in unreal ed, and compile/play it.


Submitted by Makk on Tue, 08/02/05 - 12:19 AMPermalink

Mind posting some screenies?
I dont have UT2k4.
btw, how would it run online with a 56k and athlon 1.5, radeon 9500 PRO 128MB and 256 ddr of ram?

Submitted by mcdrewski on Tue, 08/02/05 - 1:00 AMPermalink

ditto - for now. I'm ordering my new PC this week and will get ut2k4 when I do :)

Submitted by LiveWire on Tue, 08/02/05 - 7:54 AMPermalink

Makk: i think you'll run it on your pc fine (though you might need to drop some details). as for the 56k, i connect at 32k on a 56k modem and, although jumpy, it's somewhat playable. [:?]

i'll check out the map as soon as i get UT2k4 installed again - i used to have it but that was a friends copy i had to give back. i'll going to buy the dvd edition as soon as i get a dvd rom (some time this week). hmm, funny how that's three of us now that are involved in this project but dont actually have the software!

Submitted by palantir on Wed, 09/02/05 - 11:20 AMPermalink

Hehe, yeah, I don?t have it either. [:o)]
BUT, I?ve ordered a copy from EB and will pick it up by the weekend. Then I?ll probably spend the next week checking out all the mods and models and things that are around for it.

Submitted by Makk on Thu, 10/02/05 - 7:37 AMPermalink

Picked it up today $50 for the DVD edition with the tuts on it.
Cant seem to download your map either, gives a file not found error

Submitted by palantir on Thu, 10/02/05 - 9:44 AMPermalink

Same with me ? both in that I got the DVD edition for $50 today, and that I can?t download your map.

I've had a couple of online games; man I'm such a noob! I'm always hopeless at first though. Think I'll get some practice with the bots before trying again. - Or maybe I'll just give up playing and get to work modelling something..

Submitted by UniqueSnowFlake on Thu, 10/02/05 - 8:19 PMPermalink

well I don't have the problem of not having UT2004, I just have a problem with downloading the map file.. the link isn't working. I'll try again later today..

Submitted by souri on Sat, 12/02/05 - 1:59 AMPermalink

Whoops.. try the link again.
Anyway, I've since had to redo the walkways properly in the map (with brushes and sticking with the grid).

Submitted by LiveWire on Sat, 12/02/05 - 3:37 AMPermalink

i have UT2k4 now. just go my dvdrom and the dvd version with the tutes. awsome stuff but i feel a little ripped of cos i already had half of them from 3dbuzz anyway! pleanty of new ones to keep me happy though. i want to get to work on a map but i have to figure our what i'm doing with scootarama first before i know what i'm doing for each project.

downloading your map now souri, i'll check it out

EDIT: hmm, it's crashing on me. says it's probably due to my comp overheating or a corrupted instal, but other maps open fine. i'll try it again after i've shut down for a while just in case.

Submitted by souri on Sat, 12/02/05 - 12:48 PMPermalink

Click it again to download the new version. Just whacked on some textures on brushes to check out the lighting, and did some other small things.

Submitted by UniqueSnowFlake on Sun, 13/02/05 - 11:29 PMPermalink

I tried to run the map today..

I get this error:

Failed to enter I:SumeaCity1SumeaCity1.ut2: Can't find file for package 'VSOverride'

History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free

Submitted by LiveWire on Mon, 14/02/05 - 2:51 AMPermalink

trying to load it in unreal ed i got:
Assertion failed: Actors.Num()>=2 [File:c:ut2004buildut2-codeengineincUnLevel.h] [Line: 428]

have no idea what that means, and i don't suppose it's much help posting it, but there you go.

Submitted by Makk on Mon, 14/02/05 - 10:22 AMPermalink

Yeah, I get a whole lot a gibberish too when I try to open it :(

Submitted by Kezza on Mon, 14/02/05 - 3:15 PMPermalink

Souri probably forgot to package the resources that the map is using, as well as any scripts or required extensions needed by the map.

Submitted by souri on Tue, 15/02/05 - 1:46 AMPermalink

Whoops, the VSOverride script isn't there. Do a search for the VSOverride actor on google and download it. I used it to put a test vehicle in a deathmatch map.

There'll probably be other errors too. [:X]

Submitted by mcdrewski on Tue, 15/02/05 - 9:35 AMPermalink

WooHoo! I got ut2k4 today! I'll try installing it on my work PC tomorrow and taking a look at the map.

Did I mention that I love working for a games company? [:)]

Submitted by UniqueSnowFlake on Tue, 15/02/05 - 8:26 PMPermalink

Pretty cool map so far Souri,

For those who need the model for Souris map you can download it here:

http://unrealtournament2004.filefront.com/file/VSoverride_ACTOR;27520

With that everything seemed to be working. I don't know if it was on perpose.. but I jumped into the vechicle and shot a heap of guys, 10 more of the vechicles rained down from the sky.. almost killed my computer :P

As for the map, maybe a little big. Looking at the people your trying to kill look tiny. Might also be cool to have the buildings around you to be alot higher As if you are in a huge city. I loved the water way, cool idea [:D] With things like street lights you might want to make them into static meshs just to be nicer on the engine.. Anyways great start :)

Submitted by LiveWire on Tue, 15/02/05 - 11:29 PMPermalink

alright it's working!

certainly is big. cant wait to see it all come together once we have actualy gameplay and objectives.

i had the same vehicle problem. seems that as soon as you move the vehicle it spawns another in it's place - only it lands on top of the one yuo have just moved slightly - and so another trys to spawn cos the one that just spawned isnt in the default location, and so on. at least that's the best i can understand it from the few seconds it took for me to jump out and be crushed! considering that it might just be spawing them while the player is in the vehicle cos they stoped once i jumped out.

Submitted by mcdrewski on Wed, 16/02/05 - 8:29 AMPermalink

quote:With things like street lights you might want to make them into static meshs just to be nicer on the engine..

N00b question from me here, in UT - is a static mesh just a term for instanced geometry?

Submitted by LiveWire on Wed, 16/02/05 - 10:13 AMPermalink

UT uses BSP geometry for most of it's construction of the basic level layout, however you can bring in static 3d meshes exported from other apps like 3dsmax. and you're right about them being instanced so it's superior to BSP in that respect, however they cannot receive shaddows and lighting is done per vertex (i think).

Submitted by mcdrewski on Thu, 17/02/05 - 9:37 PMPermalink

OK, looked at the .txt file that comes with the VSOverride actor.

quote:
In the actor, under the properties, there's an option called bRespawnVehicles. When this is set to true (it's true by default), your vehicle factories (as long as it's ONSVehicleFactory or ASVehicleFactory) will churn out the vehicle of your choice rapidly, but only one will become available at the time, of course. So you can still have vehicles from the start, technically. Just set that property to true, put your vehicle factory actors in and the vehicle will appear when you start the map and be replaced when you drive the vehicle away from its spawning point.

...which explains the behaviour y'all are seeing.

Submitted by souri on Fri, 18/02/05 - 6:51 AMPermalink

Acutally, I thought the map was kinda small! The first objective is to get to the vehicle, so the defenders spawn at that area and defend that, then you escort the vehicle through the tunnel whilst destroy barricades, down to where the grass is and then to the sewers again. Plus side objectives planned as well etc..
Anyway, I just chucked that actor/vehicle there as a test (the leviathon is way too big for it), as you can't test vehicles in a deathmatch map, and I can't be screwed setting up an assault map as yet.
There's a long way to go with the map, what's there is basically a rough outline of where the paths and things are. There's going to be much more interesting architecture, pathways and other eye candy. I'm basically just going to be concentrating on this one map so that it'll look really nice. Those street lights are static meshes btw.

Submitted by mcdrewski on Tue, 22/02/05 - 9:02 AMPermalink

pretty damn cool - I like the swampy waterway end a lot ( although the bright white texture makes it tricky to find those stairs there! :) ) Looking forward to seeing how it all fits together.

Are you thinking of making a go-anywhere vehicle, or, an on-a-rail like vehicle (you don't need rails, you can just make it a maglev)?

Submitted by LiveWire on Tue, 22/02/05 - 10:26 AMPermalink

how will the objectives for each side work? i'm assuming it's like a assult map in that one team has to get to complete objectives while the other simply trys to stop them within the time limmit. i like thoses games but i think it would be cool to have both teams needing to complete objectives to win, and no time limmit. dunno how you would do that without it beeing a simple "BF hold the flag" senario. i'm to tired to think of a solution now though....

Submitted by souri on Thu, 24/02/05 - 10:59 PMPermalink

Probably a go anywhere slow vehicle. There'll be small barriers so the driver can't veer off course.

Yeh, I like a variety of maps - anyone can choose to do something like you suggested. I want to see someone do a large open kind of map too. I'm heading towards this kind of map though.

Submitted by LiveWire on Thu, 24/02/05 - 11:06 PMPermalink

it would be best to have a variety, so you should definatly do that kind of map. assult in UT is great, but it gets boring after a while, same with BF style control points. a few of each would keep it interesting i rekon.

Submitted by Makk on Sat, 26/02/05 - 3:14 AMPermalink

I wouldnt mind doing some sort of capture the flag map, in the layout of 2fort from HL TF. Though I havent mapped since the days of Quake1 eek!

Submitted by souri on Tue, 01/03/05 - 4:59 AMPermalink

You should give it a shot. It's not too hard, especially with the Unreal engine. You could even just create the map entirely through your favourite 3d application and import the models into Unreal as static meshes.

Submitted by mcdrewski on Wed, 02/03/05 - 9:14 PMPermalink

hey guys - i'm starting to learn UnrealScript, and nothing teaches better than an actual project.

If you want "stuff" written for the map (ie: triggered vehicle spawner, objective satisfaction) then just drop me a PM and I'll get right on it.