The Pic Wh0rez

Public => General Information => Topic started by: BaZzY on 2007-03-20 15:50:00

Title: Maps to be added
Post by: BaZzY on 2007-03-20 15:50:00
Name all the maps you wish to be added to the server in this thread, along with a reason for each.
Title: Re: Maps to be added
Post by: Mr.Sunshine on 2007-03-20 17:29:30
Vctf-13 ---> No map with similar desing running

Actioncity ---> popular

Adara --- nice design

before the storm ---> one of my favourites (yes I know everyone else but me hates it  :) )

computermatrix ---> not sure about it, but  interesting option with the middle tunnel to be opened manual

ice-inscets ---> just funny

pyramide-sx ---> nice design, a bit too large
Title: Re: Maps to be added
Post by: Jonny on 2007-03-20 18:51:28
Twinpeaks - Original map, fun z axis gameplay.

Parnik - Evergreen map, we could at least give a shot n' see how it plays.

Paintball - Was fun.

AgressiveAlleys-FragBU_1 - because its so much better than the old alleys

Torlan - No real reason apart from it may be nice to try.

Jimmyswoods - i like playing in forests.

http://www.fpsbanana.com/maptypes/378 - mite bee some nice maps ere'
Title: Re: Maps to be added
Post by: [HUN]Lanchelote on 2007-03-20 19:44:56
Paintball>>>classic
Deeper view or what>>>manta :P
VCTF-00Retro-V2<<good map
Title: Re: Maps to be added
Post by: budsi on 2007-03-20 19:50:10
Quote from: Jonny on 2007-03-20 18:51:28
Jimmyswoods - i like playing in forests.

Was removed for having a bug that could get you under the map iirc.
Title: Re: Maps to be added
Post by: Jonny on 2007-03-20 21:02:53
Quote from: budsi on 2007-03-20 19:50:10
Quote from: Jonny on 2007-03-20 18:51:28
Jimmyswoods - i like playing in forests.

Was removed for having a bug that could get you under the map iirc.

Archangel has that and is still on the server.
Title: Re: Maps to be added
Post by: AnaKaS- on 2007-03-21 09:27:35
Quote from: Jonny on 2007-03-20 21:02:53
Quote from: budsi on 2007-03-20 19:50:10
Quote from: Jonny on 2007-03-20 18:51:28
Jimmyswoods - i like playing in forests.

Was removed for having a bug that could get you under the map iirc.

Archangel has that and is still on the server.
'Cause it's quite hard to get under the map there, and I think that only tPW's know how to get there. And maybe some other too, but they/we aren't laming under the map :)
But Jimmyswoods, everyone can get there (I can't xP).
I have played it for once, and I won't play it anymore 'cause of that mini laming.
Title: Re: Maps to be added
Post by: decode- on 2007-03-28 23:26:58
Recorver the cool days of Paintball
And also, summer days of Deepers Views with frenetic frequence of taken flag, taken flag...

Finally by my own pleasure, oogesfunmap++ and Bania (shield-train-mongreling).
o too! KENNY, a map with same estructure that Maddog without round forms of hills, with some things of plus and Egiptian theme. Sight in VM server.
Title: Re: Maps to be added
Post by: [HUN]Lanchelote on 2007-03-29 17:36:54
Winter Docks :o
Title: Re: Maps to be added
Post by: tibo on 2007-04-01 12:44:27
 
Well , if it was possible  i really enjoy to play MAD RIVER MASSACRE on tpw!!!

It's a great map but nobody know it,it's a shame.

He  is really nice for the mantarun and i think the people  will love it.

So can we try ?
Title: Re: Maps to be added
Post by: JuC on 2007-04-05 15:40:46
If it's a manta map we can try it :D
Title: Re: Maps to be added
Post by: thibault255 on 2007-04-09 18:27:31
 So, it's possible or not????

Please please please :'(
Title: Re: Maps to be added
Post by: Annihilator on 2007-04-09 18:55:36
Link?
Title: Re: Maps to be added
Post by: tibo on 2007-04-12 22:15:40
 
Link???

of the map ??????


I have really no idea but  i will try to find it.
Title: Re: Maps to be added
Post by: EcKo on 2007-04-13 20:54:19
http://www.utzone.de/include.php?path=content/download.php&contentid=4316

;D
Title: Re: Maps to be added
Post by: tibo on 2007-04-14 08:49:30

Well done ecko and thanks you very much  :D
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-15 15:19:23
Intense Zone 100 Stories
By: .eVil.CapD
http://files.filefront.com/Intense_Zone_100_Stories/;7245932;;/fileinfo.html
(http://i20.photobucket.com/albums/b214/eVilOwnsYou/IZ-Shot05.jpg)

Description: The bigger, better version of intense zone.  This is a totally new map! The intensity has been taken 100 stories high, try not to fall.

New Features:

Increased damage momentum
- All momentum from damage is multiplied by 5

Enhanced Scoreboard
- Player portraits added

Ending Cut Scene
- Like assault

Multiple directional shadows
- Shadows according to light source

Custom Music Scanner/Changer
- If you don't have the custom OGG music file, the map will auto revert to a default song

Suicide Kill
- If you knock a player off the building and they try to suicide before hitting the ground.  You still get the kill

eVil Rocket Launcher
- A super extreme version of the rocket launcher located on the first floor of the building

Contact:

Name
- Daryl Washington aka .eVil.CapD

E-Mail
- BigDEnt2005@sbcglobal.net

Yahoo Messager
- daryl_washington6969
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-19 01:46:35
Will intense zone 100 stories ever go up on the server?
Title: Re: Maps to be added
Post by: Annihilator on 2007-04-19 08:15:57
Quote from: .eVil.CapD on 2007-04-19 01:46:35
Will intense zone 100 stories ever go up on the server?
Requires an extra package -> no, sorry.
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-19 10:06:29
What does it say it's missing?
Title: Re: Maps to be added
Post by: mustap- on 2007-04-19 10:14:45
it is the server's policy not to have maps that require extra packages(extra=other than the map itself).
Title: Re: Maps to be added
Post by: tibo on 2007-04-20 11:29:31

And about mad river  ???
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-21 10:55:58
Was suggested of me to post this!

A look at the classes in Intense Zone 100 Stories. *I use profanity in naming some stuff :)
(http://i20.photobucket.com/albums/b214/eVilOwnsYou/IntenseZoneExtrasClasses.jpg)

New Action for Scripted Triggers
Modded Rocket Launcher *Secret (well, it just was)
New Damage Classes
New Scene Manager (Like Assault's Cinematic Outros)
Dynamic Light Sourced Multiple Shadows Controller (No more one shadow always in the same place, also the shadows are now hi-res)
Movable Ambient Sound Actor (Used for the elevators)
New Trigger (Forces players to say things in chat and causes them to scream aaahh!)
Another Trigger (destroys all vehicles on contact)
Custom OGG Music Scanner (if a player doesn't have the right custom OGG music file the map will auto revert to a default song)
New Volume (if a player survives the long fall, you have 30 sec to use the elevator to get back to the top)
Intense Zone Game Rules (All momentum from damage is multiplied by 5 so somethings it can be hard to stay on the building)
New Pawn Class (Needed to use the custom shadows and trigger the falling trigger)
Slighty Modded Scoreboard (Adds player portraits beside their name)
Intense Zone Mutator (The bread and butter of all of the modifications)

-Other Stuff
Forced New Flag Icons
When Players Die, They Drop All of Their Weapons

*The tab in the code doesn't seem to work on this forum*

MutIntenseZone100Stories.uc
// .eVil.CapD
// eVil eMpire eNtertainment ?2006

class MutIntenseZone100Stories extends Mutator
HideDropDown
CacheExempt;

#Exec Texture Import File=C:\UT2004\Textures\QettoeIcon.dds Alpha=On UCLAMPMODE=Clamp VCLAMPMODE=Clamp Flags=1
#Exec Texture Import File=C:\UT2004\Textures\ManXLAdOverlay.dds Alpha=On

var CTFCinematic_SceneManager SM;
var bool bAlreadyPlayed;

simulated event PreBeginPlay()
{
local FileScanner Manager;
local PlayerController PC;

if(Level.NetMode != NM_DedicatedServer)
{
Manager = new Class'FileScanner';
PC = Level.GetLocalPlayerController();

if( Manager.HasValidSong("E.S. Posthumus - Pompeii.ogg") )
{
class'Engine.LevelInfo'.default.Song="E.S. Posthumus - Pompeii";
Level.Song="E.S. Posthumus - Pompeii";
if(PC != None)
   PC.ClientSetInitialMusic( "E.S. Posthumus - Pompeii", MTRAN_Fade );
}
else if( Manager.HasValidSong("KnightsOfCydonia.ogg") )
{
class'Engine.LevelInfo'.default.Song="KnightsOfCydonia";
Level.Song="KnightsOfCydonia";
if(PC != None)
   PC.ClientSetInitialMusic( "KnightsOfCydonia", MTRAN_Fade );
}
else
{
class'Engine.LevelInfo'.default.Song="Jugs-Entrance";
Level.Song="Jugs-Entrance";
if(PC != None)
   PC.ClientSetInitialMusic( "Jugs-Entrance", MTRAN_Fade );
}
}

if(Level.NetMode != NM_Client)
super.PreBeginPlay();
}

event PostBeginPlay()
{
local IntenseGameRules G;
if(Level.NetMode == NM_DedicatedServer)
DeathMatch(Level.Game).NetWait = 30;
else
DeathMatch(Level.Game).CountDown = 0;

//Level.Game.PlayerControllerClassName = "IntenseZoneExtras.IntensePlayer";
Level.Game.DefaultPlayerClassName="IntenseZoneExtras.IntensePawn";
Level.Game.ScoreBoardType = "IntenseZoneExtras.IntenseScoreBoard";
Level.Game.GoalScore *= 2;
TeamGame(Level.Game).TempSymbols[0] = Texture'IntenseZoneExtras.QettoeIcon';
TeamGame(Level.Game).TempSymbols[1] = Texture'IntenseZoneExtras.QettoeIcon';
class'xGame.xBot'.default.PawnClass = class'IntenseZoneExtras.IntensePawn';
class'xGame.xPlayer'.default.PawnClass = class'IntenseZoneExtras.IntensePawn';
class'xGame.xPlayer'.default.AdrenalineMax = 1000.000000;
class'xGame.xRosterEntry'.default.PawnClassName = "IntenseZoneExtras.IntensePawn";

G = Spawn(class'IntenseGameRules');
G.Mut = self;
if(Level.Game.GameRulesModifiers == None)
Level.Game.GameRulesModifiers = G;
else
Level.Game.GameRulesModifiers.AddGameRules(G);

ForEach AllActors(class'CTFCinematic_SceneManager', SM) break;
}

function ModifyPlayer(Pawn Other)
{
if (Other.Controller.IsA('xBot') && xBot(Other.Controller).PawnClass != class'IntenseZoneExtras.IntensePawn')
xBot(Other.Controller).PawnClass = class'IntenseZoneExtras.IntensePawn';
else if (Other.Controller.IsA('xPlayer') && (xPlayer(Other.Controller).PawnClass != class'IntenseZoneExtras.IntensePawn' || xPlayer(Other.Controller).AdrenalineMax != 1000.000000))
{
xPlayer(Other.Controller).PawnClass = class'IntenseZoneExtras.IntensePawn';
xPlayer(Other.Controller).AdrenalineMax = 1000.000000;
}

if ( NextMutator != None )
NextMutator.ModifyPlayer(Other);
}

function bool CheckReplacement(Actor Other, out byte bSuperRelevant)
{
if (UDamageCharger(Other) != None)
UDamageCharger(Other).PowerUp = class'IntenseZoneExtras.VariableUDamagePack';

if (UDamagePack(Other) != None && VariableUDamagePack(Other) == None)
{
ReplaceWith(Other, "IntenseZoneExtras.VariableUDamagePack");
return false;
}

return true;
}

simulated event Tick(float DeltaTime)
{
if(Level.NetMode == NM_Client)
Disable('Tick');

if(Level.GRI != None)
{
Level.GRI.TeamSymbols[0] = Texture'IntenseZoneExtras.QettoeIcon';
Level.GRI.TeamSymbols[1] = Texture'IntenseZoneExtras.QettoeIcon';
Disable('Tick');
}
}

function SpecialOverlay()
{
local PlayerController PC;
local ScriptedHudOverlay Overlay;

If( Level.NetMode == NM_ListenServer )
return;

PC = Level.GetLocalPlayerController();

if( PC != None )
{
Overlay = Spawn(class'ScriptedHudOverlay', PC);
Overlay.HUDMaterial = Texture'IntenseZoneExtras.ManXLAdOverlay';
Overlay.PosX = 0;
Overlay.PosY = 0;
Overlay.Width = 1;
Overlay.Height = 1;
Overlay.LifeSpan = 19.000000;
PC.MyHUD.AddHudOverlay(Overlay);
}
}

function PlayScene(PlayerReplicationInfo PRI)
{
local Controller Ctrl;

if(bAlreadyPlayed)
return;

bAlreadyPlayed = True;

for ( Ctrl=Level.ControllerList; Ctrl!=None; Ctrl=Ctrl.nextController )
If( Ctrl.IsA('Bot') || Ctrl.IsA('PlayerController') )
If( Ctrl.Pawn == None )
Level.Game.RestartPlayer(Ctrl);

SM.Scorer = PRI;
SM.PlayScene();
}

defaultproperties
{
FriendlyName="Intense Zone 100 Stories Mutator"
Description="Stuff for the map VCTF-IntenseZone100Stories."
bAlwaysRelevant=True
RemoteRole=ROLE_SimulatedProxy
}


FallingTrigger.uc
// .eVil.CapD
// ?2007 eVil eMpire eNtertainment

class FallingTrigger extends Trigger
config(IntenseZone100Stories)
placeable;

#exec audio import file=C:\UT2004\Sounds\ManScreamingMastered.wav

var config array<string> FallingSayings;
var IntensePawn LastP;

event PostBeginPlay()
{
super.PostBeginPlay();
saveconfig();
}

event Touch(actor other)
{
local IntensePawn P;

if(!other.IsA('IntensePawn'))
return;

Disable('Touch');
P = IntensePawn(Other);
if(LastP != None && P == LastP) // Prevent multiple touching
{
Enable('Touch');
return;
}

LastP = P;
if(Level.NetMode != NM_StandAlone)
P.NetPlayAaahh();
else
P.PlaySound(sound'IntenseZoneExtras.ManScreamingMastered',SLOT_Talk,100,,2500);

if(P.PlayerReplicationInfo != None)
Level.Game.Broadcast(P, FallingSayings[FRand()*FallingSayings.Length], 'Say');

Enable('Touch');
super.Touch(P);
}

defaultproperties
{
TriggerType=TT_ClassProximity
ClassProximityType=class'IntenseZoneExtras.IntensePawn'
FallingSayings(0)="Holy Fucking Shhhhhhhhhhhhhit!"
FallingSayings(1)="Aaahhhhhhhhhhhhh!"
FallingSayings(2)="Oh no, I'm falling!"
FallingSayings(3)="Son of a biiiiiiiiiiiiiiiiiiiiiiiiiiiiiitch!"
}


IntensePawn.uc
// .eVil.CapD
// eVil eMpire eNtertainment ?2006

class IntensePawn extends xPawn;

var Effect_ShadowController RealtimeShadow;
var bool bShowShadows;

replication
{
reliable if(Role == ROLE_Authority)
NetPlayAaahh, RealtimeShadow;

reliable if(Role == ROLE_Authority && bNetDirty)
bShowShadows;
}

simulated event PostBeginPlay()
{
super(unrealpawn).PostBeginPlay();
AssignInitialPose();

if( bActorShadows && bPlayerShadows && Level.NetMode != NM_DedicatedServer )
{
   if(Level.NetMode == NM_Client)
       RealtimeShadow = Spawn(class'Online_ShadowController',self,'',Location);
   else
RealtimeShadow = Spawn(class'Effect_ShadowController',self,'',Location);

   RealtimeShadow.Instigator = self;
   RealtimeShadow.Initialize();
}
}

function PossessedBy(Controller C)
{
super.PossessedBy(C);
bShowShadows = True;
}

function UnPossessed()
{
super.UnPossessed();
bShowShadows = False;
}

function NetPlayAaahh()
{
PlaySound(sound'IntenseZoneExtras.ManScreamingMastered',SLOT_Talk,100,,2500);
}

simulated event Destroyed()
{
if( RealtimeShadow != none )
RealtimeShadow.Destroy();

super.destroyed();
}

simulated function Died(Controller Killer, class<DamageType> damageType, vector HitLocation)
{
if(damagetype == class'Suicided')
if(DelayedDamageInstigatorController != None)
{
Killer = DelayedDamageInstigatorController;
damageType = class'Pussy';
}
else if(LastHitBy != None && Physics != PHYS_Walking)
{
Killer = LastHitBy;
damageType = class'Pussy';
}

super.Died(Killer,damagetype,HitLocation);
bShowShadows = True;
}

defaultproperties
{
}
Title: Re: Maps to be added
Post by: tibo on 2007-04-21 15:28:16
 


       :(
Title: Re: Maps to be added
Post by: Annihilator on 2007-04-21 16:49:46
No, sorry. Neither map qualifies.
Title: Re: Maps to be added
Post by: tibo on 2007-04-21 18:57:07

Can you tell me why you dont want mad river massacre on the tpw annhilator please? :(

It's really a great map and i am sure he will be enjoy by the people.

Thanks.
Title: Re: Maps to be added
Post by: Mr.Sunshine on 2007-04-21 21:00:56
Imho the map is too big; you need way too much time to reach the the other team's base
Title: Re: Maps to be added
Post by: Annihilator on 2007-04-22 11:09:17
Added:
VCTF-00Retro-V2
VCTF-DeeperView-Beta1
VCTF-PaintBall-BetaFinal
VCTF-WinterDocks-beta2

Will add:
VCTF-Jimmyswoods <- IF someone fixes the below terrain bugs

Plus:
Needing a volunteer to give Slax a tuneup+bugfixage.
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-22 13:04:07
Quote from: Annihilator on 2007-04-22 11:09:17
Added:
VCTF-00Retro-V2
VCTF-DeeperView-Beta1
VCTF-PaintBall-BetaFinal
VCTF-WinterDocks-beta2

Will add:
VCTF-Jimmyswoods <- IF someone fixes the below terrain bugs

Plus:
Needing a volunteer to give Slax a tuneup+bugfixage.

As a trade off, if you add my map, I'll fix those bugs.
Title: Re: Maps to be added
Post by: tibo on 2007-04-22 15:53:22

Mad river is too big????

And so?

There is a lot of small map on tpw that we never played like midwinter or dock and they are still here.

About mad river when he was on the reapers bane server evryone love it and he was play play very often.

Can we just try for few day and let's decide the player if they think the map is too big or not please?

Can we can we can we please please please :'( :'( :'(
Title: Re: Maps to be added
Post by: JuC on 2007-04-22 17:02:59
I'm agree with TIBO... we can try a few days and make a poll to see if people likes it... then you can delete it or leave it after people votes

Cya!
Title: Re: Maps to be added
Post by: Annihilator on 2007-04-22 19:39:11
Quote from: .eVil.CapD on 2007-04-22 13:04:07
As a trade off, if you add my map, I'll fix those bugs.
Only if/when the custom content is contained within the map file itself.
Title: Re: Maps to be added
Post by: king_lane on 2007-04-29 08:41:43
Hi there,

I'd love to play VCTF-AbandonedRoad again. Would be great if you could add it.

- the king (is back)
Title: Re: Maps to be added
Post by: Weird on 2007-04-29 16:13:24
Quote from: king_lane on 2007-04-29 08:41:43
I'd love to play VCTF-AbandonedRoad again.

God no, great map, but 15 fps is just not playable
Title: Re: Maps to be added
Post by: .eVil.CapD on 2007-04-29 21:38:03
I get high fps in everything, so put it on, I really like that map.
Title: Re: Maps to be added
Post by: Stinger on 2007-05-04 23:06:35
I've always liked Stars myself... good old fashioned killing floor map!

>:D

Never saw it on this server... only on Apskaft.