Hey guys, I'm new to the forum.
I have a question... where do I upload maps to be played on the death warrant server?
I have made a nice map, and would like to upload it to be played on the server, but don't know how to do this.
Any help please.
Here is the link to it.
Hi guys, I have made a map and would like you to put it on invasion mode please.
If you like it, i can also do it for CTF, and DOM, modes.
Here is the link.
http://www.sendspace.com/file/ds63ds
How and where do i upload maps?
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- 1337 Haxor
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- Site Admin
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- Joined: Thu Mar 23, 2006 12:00 am
- Xfire: KarmaKat
Hello! :)
You're already on the right track! We usually ask mappers to host their files for download and then provide us with a link, which you've already done! If you don't mind everyone having access, posting the link in the forums is fine.
If you only want our mapping cadre here at Death Warrant to look at your maps, then you'd need to email links for downloads. For maps to be considered for the Monster Mash RPG Invasion servers, please email: karmakat@clandw.org and cheapshot@clandw.org We'll pass them around to our mappers and offer suggestions as needed.
DW>KarmaKat

You're already on the right track! We usually ask mappers to host their files for download and then provide us with a link, which you've already done! If you don't mind everyone having access, posting the link in the forums is fine.
If you only want our mapping cadre here at Death Warrant to look at your maps, then you'd need to email links for downloads. For maps to be considered for the Monster Mash RPG Invasion servers, please email: karmakat@clandw.org and cheapshot@clandw.org We'll pass them around to our mappers and offer suggestions as needed.
DW>KarmaKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
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- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
I'm sure this embryonic map is eventually going to be born, but it's not ready quite yet.
I did get a good first impression with the map. I enjoyed the style and the theme!
I went up to the second floor to see what's up there, and I believe you could expand up there.
I'm looking forward to whatever extensions you're planning on adding up there :)
There are some problems with the map though. First to mention is the quantity of adrenaline.
The excessive number of adren pills reduces gameplay, (it increases the number of unneeded channels present
in the map.) so it'll eat your map alive once it's on the server.
I highly recommend reducing the number of adren pills. You need to replace the million small pills with
one big pill. You can use a cache extractor to pull a map out of your cache that contains the giant pill and
then you can copy that pill into your map.
The super powerups are unnecessary. It would be okay if you cut 75% of the powerups.
We already have a Crumpet, and we don't want to encourage duplicates of that type of map.
The map is indeed small. I also highly recommend enlarging it with extra rooms. And I would get rid of the mine layers.
A map this size will make it a walk in the park when 20 players spam mines out and they'll easily
blanket the map with mines. If you don't want snoozing players, banish the mine layer,
and delete the room in the ceiling. That room up there is too safe, and you can have afk people sleep,
link, and level several times. I personally think that it's an insult any map when people snooze 'n level.
This map has potential. I'm looking forward to version 3. It wouldn't hurt to include some static meshes
for a better look to the map. If you're looking for some more guidelines, you should check out 'So your a mapper? Please read.' forum topic.
I did get a good first impression with the map. I enjoyed the style and the theme!
I went up to the second floor to see what's up there, and I believe you could expand up there.
I'm looking forward to whatever extensions you're planning on adding up there :)
There are some problems with the map though. First to mention is the quantity of adrenaline.
The excessive number of adren pills reduces gameplay, (it increases the number of unneeded channels present
in the map.) so it'll eat your map alive once it's on the server.
I highly recommend reducing the number of adren pills. You need to replace the million small pills with
one big pill. You can use a cache extractor to pull a map out of your cache that contains the giant pill and
then you can copy that pill into your map.
The super powerups are unnecessary. It would be okay if you cut 75% of the powerups.
We already have a Crumpet, and we don't want to encourage duplicates of that type of map.
The map is indeed small. I also highly recommend enlarging it with extra rooms. And I would get rid of the mine layers.
A map this size will make it a walk in the park when 20 players spam mines out and they'll easily
blanket the map with mines. If you don't want snoozing players, banish the mine layer,
and delete the room in the ceiling. That room up there is too safe, and you can have afk people sleep,
link, and level several times. I personally think that it's an insult any map when people snooze 'n level.
This map has potential. I'm looking forward to version 3. It wouldn't hurt to include some static meshes
for a better look to the map. If you're looking for some more guidelines, you should check out 'So your a mapper? Please read.' forum topic.
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}
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}
-
- Site Admin
- Posts: 2005
- Joined: Thu Mar 23, 2006 12:00 am
- Xfire: KarmaKat
Had a look at your map, Nelson.
Thank you, thank you for using some textures that -aren't- bloody boring concrete! ;D Lighting is pretty good...nice color coded rooms make it easier find peeps for healing or weapon trading.
I agree with Ant's summary....this map does have potential. Please do read the mapping guidelines that he pointed out. Some of the guidelines may seem odd, but in the end we want maps that are fun to play for everyone...not just those who want a safe place to hide/not die for most of the map.
Now..for specifics...
1) Weapon lockers - I would really like to see most of these eliminated from maps. For a couple of reasons...the one that Ant mentioned...it is a royal pain when you have to keep throwing away weapons you don't want in your arsenal while you're out dancing with the monsters. So, if you have to place lockers in a map, please put them out of the normal traffic areas and don't load them up with every weapon possible. It would be helpful/logical to have a locker with the primary weapons only (flak, link, assault/mp5) Secondly, by placing indivual pickups for weapons throughout the map, it encourages players to explore what you've built with the additional challenge of having to choose which weapon you -have- to get before the monsters get you! And again, placement should be against walls, in corners or nooks and out of the main traffic areas.
2) Weapons - While it is personal choice about what to include or not to include (for instance, TicTacToe which has no link gun!), I would encourage you to remember to include the AVRIL/AMRIL, Lightning Gun and Assault Rifle/MP5. We have mutators in place that will automatically give you the AMRIL (from your placement of the AVRIL) and the MP5 (from your placement of the Assault Rifle). On smaller maps, I also think that it's not a good idea to include the mine layer in the weapon pickups. It encourages players to mine spam and do nothing else. Having a mine layer -and- a safe room you can fight out of together in the same map is a prescription for snooze leveling indeed. If you must include the mine layer, trying hiding it or making it difficult to get to. There should be some risk involved for the reward! ;)
3) Ammo pickups - scatter these around. There doesn't need to be a ton of them in a map and their respawn rates should be kept reasonable. Not all weapons need ammo pickups...mostly because either they don't get used a lot (like Bio rifle) or their firing speed is low (like the AMRIL), so you don't really need to include pickups for those kinds of weapons (this too will help keep channel count low). Flak, link, and shock are probably the most useful, followed by rockets and mini gun.
4) Powerups - these can be quite limited in a map due to the Monster drops. Monsters frequently drop health and shields. I'd also recommend replacing the individual health vials with one health pack. Again, as Ant mentioned, it will cut back on the number of channels working in the map and therefore make for better gameplay on the server.
5) Map architecture - I noticed some alignment errors in corners where sections don't meet up properly. Sometimes this will cause BSP errors and you'll get HOM (Hall of Mirrors effect) when the map is played server side. Since the ones I've seen are small, it'll probably be okay (we'll have to see what it looks like live), but just be sure to watch for these types of things in the future. Also, if you're set on including the upper room, I'd make the hole in the middle bigger thereby increasing the hazard of playing from up there by making the areas where you can stand smaller. ::evil grin:: And finally...a little window dressing please! By that, I mean the map needs a little bit of furnishings...like the statues you mentioned in the readme file...light fixtures....plants....any kind of decor that will add more visual interest. Oh and while I'm thinking about it...thank you for taking the time to actually make a readme file...do the map description and screenies! Yaaay! Too many mappers just ignore
that stuff, but it's helpful info for everyone.
I know that's a lot to go over...please don't let it discourage you!!! We want to encourage good mapping skills and we very much appreciate everyone who takes the time to build one! Please DO ask questions! We regularly read the forums and would welcome you on our Ventrilo voice server too! There's almost always someone on Vent who can answer mapping questions and it's also a great way to get to know others in our UT community. Email or PM me if you need help setting Vent up and for the password. I'm looking forward to seeing the next beta!
KKat

Thank you, thank you for using some textures that -aren't- bloody boring concrete! ;D Lighting is pretty good...nice color coded rooms make it easier find peeps for healing or weapon trading.
I agree with Ant's summary....this map does have potential. Please do read the mapping guidelines that he pointed out. Some of the guidelines may seem odd, but in the end we want maps that are fun to play for everyone...not just those who want a safe place to hide/not die for most of the map.
Now..for specifics...
1) Weapon lockers - I would really like to see most of these eliminated from maps. For a couple of reasons...the one that Ant mentioned...it is a royal pain when you have to keep throwing away weapons you don't want in your arsenal while you're out dancing with the monsters. So, if you have to place lockers in a map, please put them out of the normal traffic areas and don't load them up with every weapon possible. It would be helpful/logical to have a locker with the primary weapons only (flak, link, assault/mp5) Secondly, by placing indivual pickups for weapons throughout the map, it encourages players to explore what you've built with the additional challenge of having to choose which weapon you -have- to get before the monsters get you! And again, placement should be against walls, in corners or nooks and out of the main traffic areas.
2) Weapons - While it is personal choice about what to include or not to include (for instance, TicTacToe which has no link gun!), I would encourage you to remember to include the AVRIL/AMRIL, Lightning Gun and Assault Rifle/MP5. We have mutators in place that will automatically give you the AMRIL (from your placement of the AVRIL) and the MP5 (from your placement of the Assault Rifle). On smaller maps, I also think that it's not a good idea to include the mine layer in the weapon pickups. It encourages players to mine spam and do nothing else. Having a mine layer -and- a safe room you can fight out of together in the same map is a prescription for snooze leveling indeed. If you must include the mine layer, trying hiding it or making it difficult to get to. There should be some risk involved for the reward! ;)
3) Ammo pickups - scatter these around. There doesn't need to be a ton of them in a map and their respawn rates should be kept reasonable. Not all weapons need ammo pickups...mostly because either they don't get used a lot (like Bio rifle) or their firing speed is low (like the AMRIL), so you don't really need to include pickups for those kinds of weapons (this too will help keep channel count low). Flak, link, and shock are probably the most useful, followed by rockets and mini gun.
4) Powerups - these can be quite limited in a map due to the Monster drops. Monsters frequently drop health and shields. I'd also recommend replacing the individual health vials with one health pack. Again, as Ant mentioned, it will cut back on the number of channels working in the map and therefore make for better gameplay on the server.
5) Map architecture - I noticed some alignment errors in corners where sections don't meet up properly. Sometimes this will cause BSP errors and you'll get HOM (Hall of Mirrors effect) when the map is played server side. Since the ones I've seen are small, it'll probably be okay (we'll have to see what it looks like live), but just be sure to watch for these types of things in the future. Also, if you're set on including the upper room, I'd make the hole in the middle bigger thereby increasing the hazard of playing from up there by making the areas where you can stand smaller. ::evil grin:: And finally...a little window dressing please! By that, I mean the map needs a little bit of furnishings...like the statues you mentioned in the readme file...light fixtures....plants....any kind of decor that will add more visual interest. Oh and while I'm thinking about it...thank you for taking the time to actually make a readme file...do the map description and screenies! Yaaay! Too many mappers just ignore
that stuff, but it's helpful info for everyone.
I know that's a lot to go over...please don't let it discourage you!!! We want to encourage good mapping skills and we very much appreciate everyone who takes the time to build one! Please DO ask questions! We regularly read the forums and would welcome you on our Ventrilo voice server too! There's almost always someone on Vent who can answer mapping questions and it's also a great way to get to know others in our UT community. Email or PM me if you need help setting Vent up and for the password. I'm looking forward to seeing the next beta!
KKat

Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
Thank you for testing the map, and all the advice.
I will get stuck in and take everything into consideration.
I will have to read some more tutorials, and really come up with something that people will like and at same time meet the server's requirements.
I'm still learning in how to work with decor, as the default package does not contain much.
i don't know anything about the static meshes yet.
What do they do?
I want to make an extra big room that will simulate the outside... in which I will include a sky box.
Perhaps I will make this the bigest room yet and make it the main battlezone.
I did notice that my map is a little similar to crumpet... NO WAY... I want my map to be completelly original, and want it to look like a proper temple.
Guess I better get working then.
Ho by the way, that map is no longer available on that link.
Let me know if you want the new link, as I included CTF and DOM modes maps too.
I will get stuck in and take everything into consideration.
I will have to read some more tutorials, and really come up with something that people will like and at same time meet the server's requirements.
I'm still learning in how to work with decor, as the default package does not contain much.
i don't know anything about the static meshes yet.
What do they do?
I want to make an extra big room that will simulate the outside... in which I will include a sky box.
Perhaps I will make this the bigest room yet and make it the main battlezone.
I did notice that my map is a little similar to crumpet... NO WAY... I want my map to be completelly original, and want it to look like a proper temple.
Guess I better get working then.
Ho by the way, that map is no longer available on that link.
Let me know if you want the new link, as I included CTF and DOM modes maps too.
Static Meshes are simply 3D objects to decorate your level. A tree, a light, a rock, a torch, even a displaced tile laying around your floor could be static meshes. They don't cause BSP errors (Hall of Mirrors), they are easy to filter out (for optimizing), they are easy to add, very easy to move around, and most importantly, they make your map look from UT99 to 2k4!Nelsoncarmo26 wrote:I'm still learning in how to work with decor, as the default package does not contain much.
i don't know anything about the static meshes yet.
What do they do?
I presume, you only found the weapon and health charger static meshes. If you open the static mesh browser, and hit file--->open, you should be able to see all of the available static meshes to ya. Simply choose any of the hundred packages, and you'll find yourself with many new static meshes to place in your map :D
To build a skybox, you first need to build an isolated room. Texture this room with sky textures, and include a skyring (optional). To make this work, you want to place a SkyZoneInfo inside the isolated room. You can locate this actor through the actor class browser. Go to the Info category--->ZoneInfo--->SkyZoneInfo. Place the SkyZoneInfo actor around the middle of the isolated room (skybox). This actor will act like a "camera" for your fakebackdrop in your arena.Nelsoncarmo26 wrote:I want to make an extra big room that will simulate the outside... in which I will include a sky box.
Perhaps I will make this the bigest room yet and make it the main battlezone.
Now for the magic to work, return to your fighting area. Click on the BSP surfaces that'll show the sky. Open their properties, and simply check FakeBackDrop. Rebuild the map, run the map, and it should work :D
Let me know if you need any more help on this.
Good luck!
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}
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}
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
-
- 1337 Haxor
- Posts: 395
- Joined: Tue Sep 08, 2009 1:21 pm
- Xfire: QuantumEquilibrium
- Location: Portugal
- Contact:
I need help please guys...
I followed this tutorial here:
http://www.hazelwhorley.com/tutorials/skyboxes.html
...and came up with this:

I can't get the skybox to work... help.
I followed this tutorial here:
http://www.hazelwhorley.com/tutorials/skyboxes.html
...and came up with this:

I can't get the skybox to work... help.
Oh wow, I wasn't aware you're going to do Sky Renders. Those could be a pain at times.
There are a couple of possibilities that could be causing this.
First thing to check is the distance of the skybox from your map. The further the skybox is from your room, the less likely, you'll encounter BSP errors. Karma did mention misalignment errors in BSP, so this is a definite possibility.
Second thing to check are your dimensions of your cube. If you are using textures by size 1024X1024, be sure you build a cube with dimensions 1024X1024X1024 (yes, it's that picky).
Never mind worrying about which texture goes with which side. Basically click on any of the six textures of this sky render, and apply it to your cube. The very next thing I usually do from here is to open the surface properties, go to the pan/rot/scale tab, and I'll tap 1 once for both U & V pan. If you click on it multiple times, you'll have more difficulty aligning the textures manually, than to simply click on the undo button. Just be sure you clicked on both 1's One time.
From here, it's a 50-50 chance that it'll look right.
If not, then hit build Geometry only (or build all if you want).
It's a 90% (estimated chanced) chance for success. There is a slight chance that it's still smeared, but the next step may be a pain so let me know if it's still screwed up before I continue.
Good luck.
There are a couple of possibilities that could be causing this.
First thing to check is the distance of the skybox from your map. The further the skybox is from your room, the less likely, you'll encounter BSP errors. Karma did mention misalignment errors in BSP, so this is a definite possibility.
Second thing to check are your dimensions of your cube. If you are using textures by size 1024X1024, be sure you build a cube with dimensions 1024X1024X1024 (yes, it's that picky).
Never mind worrying about which texture goes with which side. Basically click on any of the six textures of this sky render, and apply it to your cube. The very next thing I usually do from here is to open the surface properties, go to the pan/rot/scale tab, and I'll tap 1 once for both U & V pan. If you click on it multiple times, you'll have more difficulty aligning the textures manually, than to simply click on the undo button. Just be sure you clicked on both 1's One time.
From here, it's a 50-50 chance that it'll look right.
If not, then hit build Geometry only (or build all if you want).
It's a 90% (estimated chanced) chance for success. There is a slight chance that it's still smeared, but the next step may be a pain so let me know if it's still screwed up before I continue.
Good luck.
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}
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}