UT MONSTER HUNT - Large, 1 to 6 players. Ancient Fantasy World Temple Adventure. Released (BETA2) January 2017
STORY...
When earth exploration teams discovered the ancient civilizations of planet Sigma Epsilon 4, colonization soon followed - and with it Liandri Corporation. Wherever humans settle in the cosmos, there is the tournament. In the valley of DRAK'D'GKOR stand several ancient temples built by alien warrior races. Four of the temples have been converted into arenas by Liandri, where you must do battle. Be wary gladiators, the humans have committed a sacrilidge, and the ancients will have your blood for it...
Monster Hunt in a Sci-Fi Fantasy World. Originally designed as an AS temple complex incorporating several sections, the map grew stupidly huge as sections were added. To make things more manageable the original map was split into two maps. In the part-1 map, the player is on a quest to collect a set of special relics, which are required to complete the quest in part-2. So the split in the story occurs at a logical point.
Temple Of Dragons was originally intended was to be the last (and most challenging) of a series of four Ancient Alien Temple maps set in the same locale.
The first map of the series was FNB-Ring-Of-Stones, was actually released and indicated the story setup for the locale. Unfortunately, the other three maps didn't follow for one reason or another (oh damn you FnB). They do exist, but over time the series "concept" was abandoned.
TOD has had my attention on and off for years, and has evolved quite a bit from it's original design. It became more detailed and now uses a lot of WOT textures as well as the old UT Ancient stuff. It has a similar feel to RoS except the setting is earlier in the day so it is brighter in the outside areas and there is shadow work throughout the map. Polys get high in a few areas as well, but are not crazy. That said, FrameRate is decent overall.
For the most part, the problems that plagued this map during it's long existance have been irradicated mainly because I became much better at brushing and fixng BSP bugs after 2002 when the original map was started (see the editor image below). Over time, some areas were simplified and others made a bit more detailed.
Since 2005, I have been picking away at little bits of it (actually the Assault version) and low and behold it's looking like it's almost there. This is the MONSTER HUNT version of TOD, based on the Assault map.
**** BETA-2 REPLACES BETA ****
THE ORIGINAL BETA ZIP FILE WAS MISSING ITEMS:
NOTE: This MH map uses a texture package from the Crevion map CTF-FACE-PALM. The texture package is called "FacePalmT.utx" it is 85megs in size. Since this file is so big I will not include it in the BETA2 zipfile. Most people would have this map in there UT anyways, and if not then they may as well download the original CTF map: (http://www.mapraider.com/maps/unreal-tournament/capture-the-flag/5961/CTF-Face-Palm)
Thanks in advance for testing this BETA map!! Please leave comments and suggestions in the map's dev thread at UT99.org.
This is a Monster Hunt version of a very old Assault map project (the original temple map was first built in 2002, but never finised). This is basically the original Temple Of Dragons Assault map stripped of assault actors and Monster Hunt added, along with some new bits to try and make it a more complete experience.
In fact the map was quite huge, eventually having a big pyramid in a valley surrounded by various temples - this part had to be removed due to serious build issues, and so the Temple Of Dragons is now two maps (Part-1 and Part-2). I'll deal with the Part-2 map some other time. Right now this TOD is it! note that it is still pretty big (takes over an hour to complete, lol!) but it is less than it was originally (damn!)
That said the ending is tacked on - rather quick and silly but meh... maybe we fix it later - mybe get some better ideas during the BETA !?
The Monster Hunt used is Version 5.03.
Not sure if it will ever be released to public though, simply because it is likely too FAT for servers. Again, I do not really know anything about how this will work online, but I'm sure the developers/admins will tell me, lol! Might have to strip it down some... we'll see.
This is an BETA "development" map. All that means is I've got the stuff in there, it works BUT is sometimes buggy/glitchy and parts of the map could use a bit more polish (like lighting and textures not aligned yet, pickup placements randomly strewn about, mover timings not adjusted properly yet, BOTS sorta work but do get stuck etc). So in short there's stuff to fix and tweak in this map, if the willpower to do it is there - In the end IMO this could be a fun and challenging MH map... hopefully it turns out that way.
Dev Notes:
Right now, it builds in a FULL build mode in UED2, with no special settings other that the defaults.
Pickups:
Weapons, ammo and health can all be tweaked as required. Some areas don't have much stuff, since the pickups are nearer where you spawn. Please if you see any stupid shit then just tell me and suggest fixes !!!! thanks Note there is a GIB gun in the main area just above where you spawn. You can get there with nearby Jump boots. The GIB gun is there for testing purposes only (one shot kills to clear areas quickly in order to speed up my testing). Right near the GIB gun is a visible teleporter (you have to jump up to use it) that shortcuts to the near the end of the map (also used for testing purposes). If you want to remove these items then just delete them and rebuild the paths.
Special actors - yes there are some in there..
Everythings in MyLevel -- There are Dragon pawns (the red dragon and FANG) i'm not sure where I got those but i'll credit the authors in the final map release. Also Derdak2rot allowed me to use his stuff so I have the NR2000 "arrow" meshes in there as well and a crapload of custom textures, such as WOT and hourances, etc.
Please see the map FNB "Ring Of Stones" for official sourcing of all that fantasy artwork. The artwork is from very many other maps that were released back in 2000-2002 period (yes, I'm sure it was all illegaly used, pfft)
Note that HIGOR from UT99.org has given me permission to use his Keypoint spawner and creature factory... These ones are not based on NAvigation point so they are free from the path network which (supposedly) helps the BOTs in the end, since the network will be leaner as as result... I haven't found any problems with these yet. For this map however I don't think I used them (YET)... I have them in another MH project.
Jack Griffen (ut99.org) aka GoPostal (Kelly) has also kindly provided me with a development version of the 5.03 MH actors, I have included these but if you are not him, then DON'T use them without first ASKING him...
Lastly there a lot of music (UMX) files included in this project - Much of it comes from the game Unreal, and the UAction*.umx files are stand/alone (edited by me) versions of the action music from some of the unreal UMX files. TBH I'm not sure why I did that... [scratch head]
If you are a dev or player and you DO play/test this map, I would greatly appreciate your feedback.. Thank you in advance.
I think that's it for now, Cheers, FraGnBraG