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#1 |
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Senior Member
Join Date: Feb 2007
Location: SpaceNoxx
Posts: 595
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Name: DM-MCC-DeathFan
Version: v0.90 (Beta 1) Player Count: 2 to 4 players Compatibility: UT3 PC v2.1 Release Date: 8/18/09 Comments: This is a remake of DeathFan from Unreal botmatch that many of you older folks probably remember. I spent a couple of months making this and DM-Fith for a friends birthday so we could have a couple laughs and remember the good ole days of many beers and Unreal botmatch. I'm not going to spend much more time on this and Fith so I'm basically just looking for catastrophic problems. Description: As part of a typical Tyridium factory, a temperature stabilization phase for the Biosludge product is required. In order to maintain the correct viscosity, the sludge must be continuously cooled by a large, high CFM fan. Many operators have died during temperature testing of the sludge. Some say that the monotonous sound of the loud fan calls them to their death... Screenshots: ![]() ![]() Download: http://www.filefront.com/14301227/DM...Fan_Beta1.zip/ Credits: 1) Epic for making Unreal!
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My Maps: DM-MCC-Hangar | DM-MCC-SpaceNoxx (Beta) | DM-MCC-DeathFan (Beta) | DM-MCC-Fith (Beta) Last edited by M^vL; 01-09-2010 at 03:09 AM. |
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#2 |
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Senior Member
Join Date: Mar 2007
Location: French Canadian, Montreal
Posts: 3,245
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Kewwwwl
![]() Another one from one of my favorite mapper hé hé hé
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Stevie's corner
(Maps, mods, mutators, tutorials, fan sites, etc) Dedicated page for all CTF / Greed custom maps Dedicated page for all ONS2 / VCTF / WAR custom maps |
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#3 |
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Senior Member
Join Date: Feb 2007
Location: SpaceNoxx
Posts: 595
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Haha, you're a funny guy
. This certainly isn't "Nano-quality" but its good for some laughs.
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My Maps: DM-MCC-Hangar | DM-MCC-SpaceNoxx (Beta) | DM-MCC-DeathFan (Beta) | DM-MCC-Fith (Beta) |
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#4 |
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Senior Member
Join Date: Mar 2007
Location: French Canadian, Montreal
Posts: 3,245
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Funny guy, me lol
No no no, I meant it you know, I like your work dude ![]() & your kismet knowledge always surprise me, I have a chair to repair now after I fall 15 mins ago LOL THX for the Nano compliment
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#5 |
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Senior Member
Join Date: Feb 2007
Location: SpaceNoxx
Posts: 595
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Hahahaha! Now I've got my own chair to repair!!
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My Maps: DM-MCC-Hangar | DM-MCC-SpaceNoxx (Beta) | DM-MCC-DeathFan (Beta) | DM-MCC-Fith (Beta) |
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#6 |
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Senior Member
Join Date: Aug 2006
Posts: 662
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Ah, another classic remade. Excellent!
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If it can't be modded, it ain't worth ****. |
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#7 |
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Senior Member
Join Date: Mar 2007
Location: French Canadian, Montreal
Posts: 3,245
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Hey dude,
Did a quick quick run, TBH, I don't remember the classic one so... I don't know if it's a true remake or you're willing to add some 'twist' ? It look good but about the gameplay, I don't understand the purpose of the redeemer ? By using it, it's like a suicide lol Also, when I went into the middle (on top of the KEG), I thought the wind from below would throw me above ? It would be cool to go up in the air & collect a goodies or even place the KEG a bit higher so the player would be even more expose to the snipers while going slowly in the air to collect it ![]() Music is nice & also the effects ![]() BTW, I'm trying to make the same fans rotate in my map, can you please explain how you made it
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#8 | |
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Senior Member
Join Date: Feb 2007
Location: SpaceNoxx
Posts: 595
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Quote:
I really like your idea about getting blown up in the air and I actually had started messing with it but it made it so irritating to get the health keg where it is at and I want to leave it there for sentimental reasons . On the redeemer: Well, what can say, I'm a fan of the silliness and absurdity that was in the original UT and the redeemer going off in close quarters still gets alot of laughs over Teamspeak even after all these years! Plus, what could be more fun than knocking someone into the fan with the shock rifle right after they grab the deemer! By the way, I've lit the deemer off numerous times in this map without killing myself .Making a rotating fan: Well, there are a couple of ways to do it. The simplest way is to change the phyics of the object to rotating and then dial in the rotation rate in degrees per second in the InterpActor properties. In this map, I used a matinee to do it with a simple two key matinee because I originally wanted to tie the rotation rate to the whoosh sound effect of the fan. I ended up not using that but left it matinee instead. Where you can run into trouble is if the 0,0,0 coordinates of the origin are not in the center of the mesh, you will get weird results obviously. In this case you will have to translate the origin to the center of the fan. My fan had no collision model so I had to create one and I think I had to translate the origin also. By the way, if you do a matinee and set the key after rotating the object and it doesn't rotate right (moves all wacky), I have fixed this problem by using the "buseQuatInterpolation" in the Movement properties. To get you started, open up the map in the editor and look at the fan Matinee and you can see how simple it is.
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My Maps: DM-MCC-Hangar | DM-MCC-SpaceNoxx (Beta) | DM-MCC-DeathFan (Beta) | DM-MCC-Fith (Beta) |
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#9 |
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Senior Member
Join Date: Mar 2007
Location: French Canadian, Montreal
Posts: 3,245
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Ha well, your more crazy than I thought LOL
![]() As for the fan, THX mate but Blitz already answer me on that & it work nicely without touching kismet which is a good thing for a noob like me ![]() I can rotate stuff horizontally & now I'm experimenting others stuff vertically (it doesn't work yet in the vertical way?) |
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#10 |
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Member
Join Date: Nov 2007
Location: Poland
Posts: 96
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too much blue! Try adding some contrast in lightning (for example some orange lights)
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Sorry for poor English, but I'm just 18 year old Polish Student GoW 2 PC petiton. http://www.petitiononline.com/gow2pc/petition.html |
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