Mapping Resources

Anything and everything related to the Evolution server.
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necro
Killer in Training
Posts: 34
Joined: Fri Feb 17, 2012 5:11 pm

Hey all!

I played around with mapping many many years ago when 2k4 was still new, and got the urge to give it another shot. I'm unlikely to ever release anything publicly, but seeing as I am extremely inquisitive, I would love to learn how the maps are made/scripted, etc...

I was wondering if there are any guides, tutorials, references, in regards to getting started mapping for ME. In terms of getting a development environment setup, any required files, etc, etc..

Thanks for any help :)
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

What's your level of experience? You understand how to build maps and want to know what you need to build maps for ME?

The most basic part of building maps for ME is just building the map. That's where I'd start. It tends to take awhile to build ME maps (at least for me) because if you want your map to last more than 5 minutes you've really got to have a rather sizeable area. UT2004 players move fast and jump far, especially in a cooperative environment you want to make sure there's a lot of space for several players and try to keep there from being major bottlenecks.


Once you finish building the areas of your map, the best bet for understanding how to build certain elements of a map is to take a look at some of the simpler Monster Evolution maps. Cubes4All and Forgotten Fane, for example, will provide good examples of how to set up monster spawners & monster spawn points, how to set up destroyable objectives, hold/stand objectives, use objectives, and basic proximity objectives. I know in Forgotten Fane, for example, all of the "Resurrection Shrines" in the level follow the same template which is copied several times. The intent when building that is that players could literally copy the setup from Forgotten Fane and paste it in their own map (it still requires changing some settings, but it provides the basic framework).




Monster Evolution-specific files for mapping are:

DWMonsterAssault.u
DWAssaultMapperTools.u
MonsterAssaultRPG.u
SmartMonsterPack.u
SmartMonsterPackSample.u

You will need to extract these files from your cache if you wish to map for Monster Evo. Note that these files are updated frequently though, so if you are working on a map and can't connect to the server you must delete your local copies of these files (in UT2004/System) and redownload them from the server.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

MonsterAssaultRPG relies on UT2004RPG and DruidsRPG

DWMonsterAssault, SmartMonsterPackSample, and DWAssaultMapperTools relies on OSMT.u

SmartMonsterPack is optional. If you get it, you'll also need all of the other monster packs:
  • 2009Dragonv2
  • 2009Effigy
  • 2009Lucifer
  • 2009Magdalena
  • 2009Tentacle
  • Biobuds_n
  • DoomMonsterPack
  • DWAlienMonsterPack
  • DWPack1F
  • DoomLordINIv3
  • GiantGasbagINIv3
  • IceLordINIv3
  • LuciferBOSS
  • MagdalenaINIv3
  • MetroidLarva
  • MetroidS
  • MiniBossMutator_Beta3
  • MonstaINIv3
  • RaptorG
  • satoreMonsterPackv120
  • SeekerF
  • SmartMonsterPackResources
  • SpecialSkaarjpackv2e
  • TroopersINIv3
  • U1Pawns
  • WOSSlith_BETA4b
  • WOSWarlords_BETA1
Note: This isn't the official list. There could be extra or missing files in this list since I didn't check the packs. Also don't forget that these files may also require textures, sounds, and animations.

If you don't have the time to extract these then, don't bother right now. I'm creating two super folders that has everything you'll need to save you the trouble. Hopefully it'll be ready later this week.[/color]
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
necro
Killer in Training
Posts: 34
Joined: Fri Feb 17, 2012 5:11 pm

I have the very basics of map building knowledge, I built mostly practice maps for my clan at the time (Carpe Imperium), so ctf, bombing run, trials, etc...

I'm a quick learner and love learning by exploring what others have done, so knowing that Fane and Cubes will have a bunch of examples makes me rest easier. The bulk of my troubles will come in re-learning the map editor, as it's been over 5 years since I've played with it.

Seeing the huge list of required files makes me lean towards waiting until you have a ready to go package built. I'd be more than happy to help test it to make sure everything is working 100% before public release if you want.
@nt
Pro but Noob
Posts: 148
Joined: Sat Mar 20, 2010 7:14 am
Location: USA Massachusetts

:o. I could make use of these too. Unfortunately, I'm a complete noob at mapping and all I can do is build one big room with no light, and a bunch of assault rifle ammo. :( Still looking for a video tutorial out there.
I like cookies...
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Necro, check your pms.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
camicaze
Posts: 2
Joined: Sat Mar 31, 2012 4:34 pm

Hi, I found out about this mod more or less recently and I have to say it is a blast. Quite addicting, like they said ^^
I am a CTF player and also created some ctf maps and I would like to bring some more map variety to the evolution server.

Scripting in unrealed will be new to me, but I'm also a quick learner and more than willing to give it a shot. Good to hear there a some easy maps to look at. Would be glad if you could also send me the needed files :)
DW_WailofSuicide
DW Clan Member
Posts: 1634
Joined: Wed Dec 28, 2005 12:00 am

Hey camicaze.

No programming/scripting is necessary for Monster Evolution maps. Although the triggering systems can range from relatively simple to very complex depending on your desired level of complexity.

As always, the basic first step of any map is just to create the geometry/level space. That doesn't require any particular files to do, just basic editor knowledge which it sounds like you already have.


Looking forward to seeing what you come up with, and I'm sure Ant, Apok, Wine, or myself can field most of the questions or provide feedback on your map if you want additional opinions.
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