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2021 May 06 22:51:00
Leon: hax

2009 Jan 16 19:54:06
Jago: lol o.0 where'd this come from

2007 Sep 12 01:06:43
Her3tiC: lol look at this, im 21 and shes 9, and i think she can kick my ass :P
http://www.cartoonland.de/archiv/karate-girl/

2007 Sep 12 00:56:43
Her3tiC: rofl

2007 Sep 09 19:01:40
king_lane: http://www.youtube.com/watch?v=UmyWwMFvb94 don't drink while watching it, I spit mine out lol

2007 Sep 07 05:51:12
Her3tiC: hehehe i allmost piss myself from laugh, n1

2007 Sep 05 22:53:04
Jago: n1 lane :)

2007 Sep 04 08:26:17
[king]_Justii!: Nice video Hurrah, but what i loved it's the KENT music :D

Justii!

2007 Aug 27 16:36:15
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2007 Aug 27 13:53:57
king_lane: i'm a fucking UT addict. :/

2007 Aug 26 16:18:49
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2007 Aug 26 16:17:24
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2007 Aug 25 17:22:19
budsi: Bukake

2007 Aug 25 13:28:51
tant_raffa: just so evry1 knows. IM AM IN JASPAN and it rocks. really awesome ^^ I'm gonna upload some pictures later for you to look at =)

Servers



Maps to be added

Started by BaZzY, 2007-03-20 15:50:00

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

tibo


Well done ecko and thanks you very much  :D

.eVil.CapD

Intense Zone 100 Stories
By: .eVil.CapD
http://files.filefront.com/Intense_Zone_100_Stories/;7245932;;/fileinfo.html


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

.eVil.CapD

Will intense zone 100 stories ever go up on the server?

Annihilator

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.

.eVil.CapD

What does it say it's missing?

mustap-

#20
it is the server's policy not to have maps that require extra packages(extra=other than the map itself).
tac

tibo


And about mad river  ???

.eVil.CapD

Was suggested of me to post this!

A look at the classes in Intense Zone 100 Stories. *I use profanity in naming some stuff :)


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
{
}

tibo


Annihilator

No, sorry. Neither map qualifies.

tibo


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.

Mr.Sunshine

Imho the map is too big; you need way too much time to reach the the other team's base

Annihilator

#27
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.

.eVil.CapD

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.

tibo


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 :'( :'( :'(