CTF-SharkTank [Archive] - UnrealTournament Siege, Bunnytrack, Combogib, Instagib, UT99, UT4 clan & Server Discussion

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(bO.o)b
11-10-2013, 06:01 PM
http://imageshack.us/a/img823/5416/xzuf.jpg
http://imageshack.us/a/img577/8051/9u6x.jpg
http://imageshack.us/a/img593/2333/ohl4.jpg

The architecture finished, just a few abusable glitches to remove.

Lighting isnt to my satisfaction. Yet.

Are there any restrictions on Monsters here? I've seen cows in maps but not sharks. I hope Sharks are allowed or i have to change the map's name! :cow:

'Zac
11-14-2013, 06:49 PM
really like the simplistic style, but please put some colour on those walls!
the water area seems a bit to big, make it shallower. swimming in siege isnt much of a plus ( unregarding blackriver with slime )

.seVered.][
11-14-2013, 07:01 PM
I disagree, I like the dark brooding mystique about it. Eerie and ominous. I vote for more boobies in our maps ... or at least his maps... where did you get this one from? I notice it's already 'sieged' ... from a competitor? or are you a developer that we need to recruit to our team?

|uK|B|aZe//.
11-15-2013, 05:24 AM
imagine finding me popping out of nowhere on a map like this and instantly getting a holyshit

this map brings the dark side out in me

HIGH[+]AdRiaN
11-15-2013, 02:22 PM
the look is good
easy for watch for mines :D

(bO.o)b
11-15-2013, 10:18 PM
really like the simplistic style, but please put some colour on those walls!
the water area seems a bit to big, make it shallower. swimming in siege isnt much of a plus ( unregarding blackriver with slime )

lol Simplistic. I love it.

Nah the walls are as intended unless I make/find a good Marble texture. Some map makers rely on Textures to make up for simple architecture. I prefer to rely on good architecture to make up for simple Textures. http://rosebum.com/forum/images/smilies/cow.gif

And.. for one, you havent seen the whole map, just a few screens of an unfinished version.

Secondly, every instance of water is as deep as it was intended to be. The water and Sharks guard the Special Weapon at mid. If you are not careful on the bridges, the water is there to punish you, but not kill you. Wait till you see the final screens. :cow:

Higor
11-15-2013, 10:20 PM
Make a monster spawner.
Have it spawn more sharks if there's less than 8 so they don't run out.

(bO.o)b
11-15-2013, 10:44 PM
[;67832']I disagree, I like the dark brooding mystique about it. Eerie and ominous. I vote for more boobies in our maps ... or at least his maps... where did you get this one from? I notice it's already 'sieged' ... from a competitor? or are you a developer that we need to recruit to our team?

100% my creation. It's Siege'd because it was intended for Siege from the moment of it's creation using Wildcard's Siege Xtreme 2 Lite.
'
Competitor? What competitor(s)? Last i checked, uK was the only Siege game in town.

--- Updated ---


Make a monster spawner.
Have it spawn more sharks if there's less than 8 so they don't run out.

I thought about that, but i dont know how. Nevertheless. the Sharks will be invincible. Also they will swim faster than humans like they do in nature.

At one point, the Sharks could follow you into the Mid Weapon Tele, but, they would fall through the Return tele back into the main tank.

BUT inevitably, some of them missed the return Tele and got trapped below... So now, Sharks cant teleport on this map...

Chamberly
11-15-2013, 11:42 PM
Are you letting it be possible that I could use the minigun to hold it back from swimming fast? lol.

|uK|fleecey
11-16-2013, 06:39 AM
imagine finding me popping out of nowhere on a map like this and instantly getting a holyshit

this map brings the dark side out in me

The map doesn't have to prove how dark you are, just saying

Higor
11-16-2013, 10:31 AM
the Sharks will be invincible
You may want to disable 'encroaching' on them (needs to subclass the sharks and apply the Super Container fix) to prevent translocator telefrags.

--- Updated ---

Also, forcing via code the shark's health to 10 but disabling all damage taken will prevent the Super Protectors from shooting at them.

(bO.o)b
11-16-2013, 03:43 PM
You may want to disable 'encroaching' on them (needs to subclass the sharks and apply the Super Container fix) to prevent translocator telefrags.

--- Updated ---

Also, forcing via code the shark's health to 10 but disabling all damage taken will prevent the Super Protectors from shooting at them.

Now THIS is exactly the advice I started this thread for.

I test with Wildcard's SiegeX2 Lite and those SPs dont shoot at the sharks.

Forgot about 'encroach' too. Thanks!

nOs*Wildcard
11-16-2013, 07:37 PM
Now THIS is exactly the advice I started this thread for.

I test with Wildcard's SiegeX2 Lite and those SPs dont shoot at the sharks.

Forgot about 'encroach' too. Thanks!

I don't know about Higor's modification of SiegeUltimate but in SiegeXtreme 2 Lite the protectors and super protectors do not shoot at monsters. However in my unfinished version of SiegeXtreme they do. If you want your sharks to be invulnerable I would follow what Higor has said and make them 10 health :)

|uK|B|aZe//.
11-17-2013, 05:04 PM
haha fuck you fleece

(bO.o)b
11-19-2013, 03:21 PM
You may want to disable 'encroaching' on them (needs to subclass the sharks and apply the Super Container fix) to prevent translocator telefrags.

--- Updated ---

Also, forcing via code the shark's health to 10 but disabling all damage taken will prevent the Super Protectors from shooting at them.

How do I do this? I R NOOB

Would setting bCollideActors and bProjectileTarget to False work similarly??

EDIT: No it didnt work.
Disabling bProjectileTarget made the Translocator miss the shark as desired, but it could be Telefragged if bCollideActors was set True.

Setting bCollideActors False worked perfectly except it made it harder (but not impossible) for the sharks to bite you.

So again, how do I subclass the shark like you said?

Higor
11-19-2013, 05:37 PM
https://dl.dropboxusercontent.com/u/58384316/UT99/SharkTankFish.u?dl=1

Made it for you, tweak the default speed/damage/size/texture, and resave package before adding them into the map.

(bO.o)b
11-20-2013, 01:06 AM
https://dl.dropboxusercontent.com/u/58384316/UT99/SharkTankFish.u?dl=1

Made it for you, tweak the default speed/damage/size/texture, and resave package before adding them into the map.

I imported a shark from an RX map. It's actually a GhandiShark subclass of Devilfish. All I really imported was an associated sound. Now this shark has a custom sound as it's chasing you. The only problem is that with 12 sharks chasing you, the multiple sound sources F-ed up the sound altogether... :|

So this file you posted, what do I do with it?

BTW leaving the shark bCollideActors as False created a cool effect I might keep. The sharks can occupy the same space now and it creates a cool effect. I might leave it like this and make the sharks transparent O.o

Now there are 4 not 12 Sharks, cuz of the sound thing. But they are fast as fuck. 50/50 chance dying in water if they see u.

.seVered.][
11-23-2013, 10:18 AM
Make a monster spawner.
Have it spawn more sharks if there's less than 8 so they don't run out.

GOOD GOD!! this Monster thing is going to go viral ... I can just see it coming ... Have you enhanced the multi-Style and Multi-Skill models to include ULTRA NOOB and SUPER NOOB classes yet?

*secret message* The satellite is so frick'n killer. I want to see more...

'Zac
11-23-2013, 10:33 AM
kill a shark, get 50 ru, wait for them to spawn, get more RU. gg

(bO.o)b
11-23-2013, 03:10 PM
kill a shark, get 50 ru, wait for them to spawn, get more RU. gg

The sharks on my map cant be killed or telefragged. Very GG

(bO.o)b
11-23-2013, 04:09 PM
Higor something strange is happening with the sharks. Reduced Damage is 100%, they are 10HP. They cannot collide with Players or Projectiles, yet of 4 sharks in the main tank, 3 of the sharks die.

If you nuke the sharks once, one shark disappears. Not sure if i saw a carcass, but I dont think so.
If you nuke the sharks a second shark disappears.
If you nuke the sharks thrice, another disappears and one remains.
The one that remains was nuked multiple times and didnt disappear.

What's going on? Survival of the Fittest? xD

Teach me to add a shark spawner :D

Higor
11-23-2013, 04:25 PM
First off, make sure your custom sharks have all the desired values as default, so spawning them gives them said default values.
Second, do you want a timer between spawns? Timer after killing a shark? Random or fixed position? How many of them?

(bO.o)b
11-23-2013, 04:53 PM
First off, make sure your custom sharks have all the desired values as default, so spawning them gives them said default values.
Second, do you want a timer between spawns? Timer after killing a shark? Random or fixed position? How many of them?

Hmm. well with more than 4 sharks in the tank, the ambient sound they generate messes up the sound completely.

Hold on, let me finalize them. This map is almost finished. Just the small details now.

(bO.o)b
11-23-2013, 06:47 PM
OK. I cant get them to stop dying.
http://img577.imageshack.us/img577/6141/g1zy.jpg

They have 10 HP. They are set to 100% damage reduction. They cannot be telefragged or shot by projectiles because they are made of energy. O.o
http://img812.imageshack.us/img812/4848/1nqe.jpg


This is how they spawn.
http://img203.imageshack.us/img203/3765/hlmw.gif

So I guess I need to know how to make each respawn if it should get nuked.

BTW, wasting a deemer on the sharks accumulates ZERO RU if you kill a shark, so it's not even worth it.

I need to make them respawn so players are punished throughout the game.

(bO.o)b
11-23-2013, 07:38 PM
High Ceilings:
http://imageshack.com/a/img41/3225/58jj.jpg

From the balcony. Each team has a team shark.
http://imageshack.com/a/img23/2945/fqp9.jpg
http://imageshack.com/a/img833/5726/knws.jpg

The bases are wrapped around each other so you are never far from a Deemer to either core:
http://imageshack.com/a/img593/2051/dmzn.jpg
http://imageshack.com/a/img716/6576/y5ih.jpg

Le Core:
http://imageshack.com/a/img843/4536/7ppi.jpg
http://imageshack.com/a/img822/7764/vhwt.jpg

Leading to the tank:
http://imageshack.com/a/img40/6865/pgi4.jpg

Just a few loose ends and testing left.

(bO.o)b
11-23-2013, 08:17 PM
The Team Sharks (Devilfish) are completely invulnerable but my sub-class Ghandi Sharks still die with the same settings! WTF xD

Chamberly
11-23-2013, 08:35 PM
Wow it looks really nice! Btw you have a nuke room built or something? Secret room? ;)

(bO.o)b
11-23-2013, 09:52 PM
Wow it looks really nice! Btw you have a nuke room built or something? Secret room? ;)

There are multiple non-obvious rooms. It's a SEIGE Map! :D

(bO.o)b
11-25-2013, 11:56 AM
Hig how do I make Shark Spawner?

The sharks wont stop dying with nukes...

'Zac
11-25-2013, 08:04 PM
Hig how do I make Shark Spawner?

The sharks wont stop dying with nukes...

*cough cough* let me explain...
Place a trigger on the ground anywhere and let it have a big radius to fill the map ( >~8000 ) and place a thing factory actor on the ground near the trigger ( ACTORS>KEYPOINTS>THING FACTORY ) and place a spawn point(s) ( ACTORS>NAVIGATOINPOINT>SPAWNPOINT ), in the properties of both, change the TF and the SP tag to the same name, and connect the trigger event to the tag in properties. In the TF go to the bottom of the properties ( THINGFACTORY ) and keep everything the same, but change the MAXITEMS to the amount of sharks you want at one time, at once. change the prototype to the pawn you want to spawn, aka the shark from that server you said you found, select that in ACTORS>PAWN>SCRIPTEDPAWN>where ever it is and put in as the prototype. now when you hit the trigger they will spawn. a little buggy in the water though. damn its been a while.

(bO.o)b
01-11-2014, 03:41 PM
Thanks for the advice on Monster spawning everyone.

But I have decided that I don't care if the SP's shoot at the Sharks. http://imageshack.com/a/img16/6774/cowf.gif but I hope there's some kind of 'priority' order the SP's follow making Player targets more important than Monster targets. http://imageshack.com/a/img824/1827/smilies25.gif

The area the sharks occupy is a neutral zone and shark(s) or not, an exposed SP will not last too long.

I have used new settings to keep the Sharks from dying from a Deemer. Higor advised to make them 10HP so SP's ignore them. But every time I shot them with a Deemer, they'd die. I think the Deemer damage subtraction occurs faster than the code can tell UT not to kill the sharks. So if the shark is 10HP then hit by a deemer for -1000HP (or whatever) and the shark is taken to -900 before Ut can resolve the damage. That's what I think is going on. http://imageshack.com/a/img16/6774/cowf.gif

Anyway, the new settings are that the sharks now have 3000HP and this prevents them from dying even with 2 consecutive nukes. Every now and then a shark will die from a deemer but so far as i have tested, they dont all die anymore :D

New screens soon!

(bO.o)b
02-01-2014, 01:51 AM
This is a map originally conceived for the Siege Game-Type. (CTF version soon to follow)

I put a SHITLOAD of work into this map since 2011 when it was originally started. I stopped counting hours after 200 hours.

Please DO NOT bastardize my work with Clan Logo(s) or other nonsense. http://imageshack.com/a/img203/9793/wankerr.gif This is a clan-neutral fighting space for ALL to enjoy.

Many, but not all of the screens are set to FOV 120 to see more of the map.

The Shark Tank (neutral area AND source of the Level Screen)
http://imageshack.com/a/img198/3748/6eor.jpg

The Bases
http://imageshack.com/a/img545/7731/r1hh.jpg
http://imageshack.com/a/img802/3491/cxs1.jpg
The Bases have a LARGE window between.

The thought is that many players go !SPEC to spy on the other team's base so they can come back knowing how to defeat them.

Well nooblets.... If you can already SEE the fucking enemy....

NO REASON to go !SPEC
http://imageshack.com/a/img607/4375/piss2.gif

Le Core(s)/Flag(s)
http://imageshack.com/a/img13/9208/ebww.jpg
http://imageshack.com/a/img203/7493/nm1n.jpg

More Tank
http://imageshack.com/a/img849/5967/45k9.jpg
http://imageshack.com/a/img547/6906/7w6w.jpg

The Goodies
http://imageshack.com/a/img571/3343/7b5v.jpg
Accessible by Jetpack OR....

Brave the 4 Bitches to get to the Goodies:
http://imageshack.com/a/img703/291/hxwd.jpg
They swim faster than Players and have Double-Damage of default Sharks. (like they would in RL)
You have been warned.

Obviously there are secret rooms and other Siege type stuff.

CREDITS:
Me - Concept, Design and Massive amounts of Testing
Michhhhael from RB created the Shark Attack .WAV
=(V)=Muffin - Testing
Higor - Testing and many Technical Fixes
Music from the movie JAWS

Thank guys!

A few small changes and I will submit this map very soon.

|uK|kenneth
02-01-2014, 03:46 AM
Can't wait to try it out! :D

TimTim
02-01-2014, 06:11 AM
That map looks pretty sweet (bO.o)b !!!

|uK|kenneth
02-01-2014, 06:21 AM
are there secrets? if so don't say where, i wanna find them!

nOs*Wildcard
02-01-2014, 07:54 AM
Well Done (Y)

(bO.o)b
02-01-2014, 11:21 AM
are there secrets? if so don't say where, i wanna find them!

Yes of course! I'm considering limiting who I give the map to so noobs cant DL it and scout all the map's secrets. But then again, there's always Cacherape...

--- Updated ---


Well Done (Y)

Thanks! Feel free to edit the map for Gauntlet. Unban the cow so I can see it? :P

nOs*Wildcard
02-02-2014, 05:16 PM
Yes of course! I'm considering limiting who I give the map to so noobs cant DL it and scout all the map's secrets. But then again, there's always Cacherape...

--- Updated ---



Thanks! Feel free to edit the map for Gauntlet. Unban the cow so I can see it? :P

Hmm, Not quite sure how you would go about hiding secrets in the map without hacking the map in someway that it cannot be opened in the editor and that's kind of frowned upon. I like how your making a clan neutral map that's free for everyone to download I think that's quite a step forward! I hope to see more mappers follow this. I hope with this new server side mod I'm creating I will never have to edit any maps again (unless it's geometry) I should be able to add weapons and ru in the map like our editors add monsters to it.

I try to avoid making a gauntlet edition of any map unless it's really good but fails as far as
* Spawn Points
* Path Nodes
* Weapon and Power Ups

Anyhow, unless your BEEF_JERKY I do not know you and don't know that your banned. Regardless, I been following this thread here and there you did a great job and worked with a lot of challenges.

(bO.o)b
02-02-2014, 05:47 PM
Anyhow, unless your BEEF_JERKY I do not know you and don't know that your banned.

Moo :cow:

(bO.o)b
03-15-2014, 03:40 PM
Yeah I didnt forget about this map. Higor found a thin ceiling that could be used to lame a tele into enemy base...

Gotta fix that.

The map is sufficiently tested game-wise. I just need to add the credit room and some cows somewhere.

After the time spent on Niven[4] I'm sick of mapping for the moment. I dont know how soon I'll finish SharkTank,

I'm more compelled to make some cow skins ATM for some reason. :cow:

|uK|kenneth
03-15-2014, 03:42 PM
I just need to add the credit room and some cows somewhere.

what's the point of adding cows to the map? gaying it up?.

Chamberly
03-15-2014, 04:04 PM
Cow lovers unite... watch out!

Got any milktank pokemon yet? LOL

(bO.o)b
03-16-2014, 07:44 AM
what's the point of adding cows to the map? gaying it up?.


Cow lovers unite... watch out!

Got any milktank pokemon yet? LOL
Yeah i'd just be adding something Fun and unique. Cows are sweet and nice and just want to say HI to you.

But given my experience with Niven [4], I am not compelled to contribute any more work to this community, especially not my best work.

Stay in your Niven/Clarion/Bathrooms hell.

OuTlaW
03-16-2014, 12:33 PM
But given my experience with Niven [4], I am not compelled to contribute any more work to this community, especially not my best work.

lol…
you brought this to yourself dude, no one really wanted this niven 4 thing to be added… seriously man, it was a waste of time…
it's not i'm being hateful to your work or anything, but you had ton of maps out there to edit and you've just chosen the worst…

Higor
03-16-2014, 01:34 PM
You don't like Niven 4?
Go complain to the actualk topic, or make one.


I WILL NOT TOLERATE PERSONAL ATTACKS TO ANYONE CONTRIBUTING TO UT.

terminator
03-16-2014, 02:08 PM
With full appreciate to those who contribute to UT, Niven 4 was really not needed as the votes in the poll said.
I could come up with sth as NIVEN, but adding like 10 more doors until you reach the core... i wouldn't call this contributing if majority in the poll shows how much they dislike the map.
Maps are made to be used by players, not by the actual map maker.
Rather making new maps or perhaps setting a poll with asking if they would like to see any map in it's new version or 4way version.

Again, not to sound as dissing or demotivating for the ones who are contributing to UT, the time wasting for making niven could be wasted in (re)making some map liked by majority

|uK|kenneth
03-16-2014, 02:11 PM
nimbus4way please.

OuTlaW
03-16-2014, 04:59 PM
You don't like Niven 4?
Go complain to the actualk topic, or make one.

i believe niven 4 shouldn't be added from the first place, i mean whats the purpose of making polls on this forums ? not giving a shit about others opinions ?
http://i58.tinypic.com/qz5i78.png
as i said before its not about hating the work, i like this guy's work, i was just pointing and clearing the fact, and the fact is no one really wanted this, this guy could have spent his time on something pretty much useful, not to waste his time on some niven crap...
i really want boob to continue his work, but atleast pay attention to what people need.. not just make random shit and ask to be put on the server....

Disturbed//*.
03-16-2014, 04:59 PM
nimbus4way please.

Be careful what you ask for...

Higor
03-16-2014, 05:07 PM
Facts straight.
He's not your employee so stop telling him what the fuck 'the players' need, and he wasn't the one that uploaded the map.
The map is on the mapvote list, and if it gets loaded, it's because it gets voted so stop fucking using the 'majority argument'.

I don't particularly like (bO.o)b 's way of doing things but I'm not going around throwing wrenches at him without being constructive at all.
Some of these responses are getting on my nerve and I'll stop being nice if this continues.

terminator
03-16-2014, 05:33 PM
It's not that i'm not trying to be constructive... i shared my thoughts already and ideas what could be done next time. He is not the one who added but i believe SAM wanted to add it after he gave so much effort in making it.
He is indeed not my employee but does he create map for himself or for players?
Niven also gets voted at most of the time by newbie players (with few well known exceptions :PP) and rest of the players are being indecisive between bathroom, clarion, blackriver etcetc.

Disturbed//*.
03-16-2014, 06:01 PM
Siege server needs maps that are built for osiege. Pretty sure up to 98% Of the maps are from CTF. We need to work as a community to build maps that are ment for Siege.

Shark Tank, out world hold, down town, zacs 2 maps. Made from scratch for siege.

(bO.o)b
03-16-2014, 06:07 PM
Facts straight.
He's not your employee so stop telling him what the fuck 'the players' need, and he wasn't the one that uploaded the map.
The map is on the mapvote list, and if it gets loaded, it's because it gets voted so stop fucking using the 'majority argument'.

I don't particularly like (bO.o)b 's way of doing things but I'm not going around throwing wrenches at him without being constructive at all.
Some of these responses are getting on my nerve and I'll stop being nice if this continues.

It's ok Higor. I know I am not that easy to get along with.

I am VERY opinionated and say what I think before thinking of the outcome.

I'll finish Sharktank and make it public like planned. Also, I'll try to limit my forum presence cuz i hate how i was speaking to Termi and others. Certain people just bring that out in me. :/

Thanks for all your help Higor

SAM
03-18-2014, 05:01 PM
He's not your employee so stop telling him what the fuck 'the players' need, and he wasn't the one that uploaded the map.
The map is on the mapvote list, and if it gets loaded, it's because it gets voted so stop fucking using the 'majority argument'.

Thanks Higor, good post.

People, if you don't like maps, make better ones and post them :party101:

|uK|Tomahawk
03-18-2014, 05:24 PM
Boob your map looks amazing. Don't listen if people say they don't like your map, some people here are a bit stingy and hard to get along with... and complain about EVERYTHING. But that aside there are people here that thank you and appricate the work you, higor, sam and anybody else who helps run/make maps/ admins/ and patrols the fourms/servers. I meen in almost every thread I see nowadays its just people BITCHING about everything, I mean come on guys most of us are adults here? Stop being so butt hurt about things and start acting like one.

If you guys don't like Boobs map tell him in a polite and calm way, not rageing over what you want and what needs to be added, it just causes unneeded hostility that im sure MOST people are sick of nowadays.

Anyways just my 2 cents, cant wait to see your map on the server Boob looks great and cant wait to play it:)

SAM
03-18-2014, 05:29 PM
@(bO.o)b (http://www.unrealkillers.com/member.php?u=3430) please send me a link for the map.

terminator
03-18-2014, 05:38 PM
wtf lotrfan no one was raging. Everyone said politely what they think about it (4way niven in this case)

Chamberly
03-18-2014, 06:46 PM
(bO.o)b please send me a link for the map.

Whenever it get ready lol.

Disturbed//*.
03-18-2014, 07:16 PM
wtf lotrfan no one was raging.

ROFL!

Moskva
03-19-2014, 01:14 AM
Like an artist or a musician, I'd imagine the mapper creates something he feels like doing and not something suggested because its the expression of his imagination, whether some people like it or not that's relative as people usually have different likings, regarding to siege, we all have favourite maps, adding more to the maplist isnt exactly a bad thing, if you like it its 1 more you'd vote for, else you dont vote for it, pretty simple

terminator
03-19-2014, 07:47 AM
U're right. Still i doubt anyone wants to get reputation like this
http://www.youtube.com/watch?v=rQHx_GPKccY

KK don't get me wrong. I don't doubt in boob's skills in creating maps. He really did good job with creating the map in the way of... making a 4 way which seems pretty hard to make for map like niven(for me at least :SS) and the mid item idea what someone already mentioned.
Still, said what people voted in the poll and who is the actual voter of such map. Putting on the point that many people requested niven (first versions) to be removed from map list unlike for any other map on siege server.

Moskva
03-19-2014, 11:32 AM
Problem with the poll (and polls around there) is how representative it is when it has around 30-something votes, its a sample to some extent, but also have to consider most of the people that play in the server dont check the forum or dont know the existence of it

terminator
03-19-2014, 11:51 AM
I agree, but still, there was no poll for any other map but niven (and perhaps simplex) to be removed from a maplist.
I still believe it's for a reason regardless that lot of people from public server don't know for existence of this forum.

|uK|kenneth
03-19-2014, 02:20 PM
terminator wasn't asking to remove niven4way right? yeah idd all we're trying to do is telling you (giving feedback) on how you could make niven even better.
hope this helps for you boob.

audiosonic
03-19-2014, 04:15 PM
If you need any inspiration just look at (EoW)Kanjar, it is known to have the best concept out there for siege maps

(bO.o)b
06-30-2015, 01:06 AM
@(bO.o)b (http://www.unrealkillers.com/member.php?u=3430) please send me a link for the map.

I'm proud to announce THE MAP IS DONE.

Cham will help me test when she is available but i am FINALLY ready to play this. :cow:

Posting soon!

(bO.o)b
06-30-2015, 02:19 AM
Ok it's been 4 years in development. The geometery has been finished for a long time. The question was, how far to go with the bling? :cow:

I intended to release it after the bases were finished. But it looked bland. See below:
http://i62.tinypic.com/15yhmbb.jpg

:cow: below me:
http://i60.tinypic.com/2ln8rcw.jpg

Now vs. Then:
http://i61.tinypic.com/15oh0lx.jpg

http://i57.tinypic.com/zxr0g1.jpg

http://i61.tinypic.com/1601u29.jpg

http://i57.tinypic.com/x3wtol.jpg

Of Course Secret Rooms Exist!
http://i61.tinypic.com/jpby4w.jpg

http://i59.tinypic.com/qqa3pz.jpg

http://i60.tinypic.com/2s7am94.jpg

http://i62.tinypic.com/24fa83k.jpg

http://i60.tinypic.com/153tumg.jpg

http://i62.tinypic.com/9h5po9.jpg

http://i57.tinypic.com/15881lj.jpg

Custom Shark (Devilfish) Skins:
http://i62.tinypic.com/rs67ie.jpg

http://i58.tinypic.com/2qbdmk6.jpg

http://i59.tinypic.com/28ix1dy.jpg

I'd say the difference is worth the wait.

There's MUCH more to the map but why ruin it by telling u? :cow:

Oh but, there are a few Larger sharks to watch out for but, you'll meet them sooner or later. :)

I will PM the link to SAM as soon as Cham helps with one final test :party101:

Thanks to Higor for BSP fixes and other map hax. :)

Thanks to Cham for many hours testing with me and advice. :)

Chamberly
06-30-2015, 04:06 AM
Best map for siege, it has been awhile since anyone made one for siege. ^^

|2ambo
06-30-2015, 01:27 PM
Thanks to Cham for many hours testing with me and advice.

Chamberly is the best tutorialist I've seen. She helps me too. With pictures and links.. Cant beat that.

deluxeorgasm
06-30-2015, 10:46 PM
I liked the map it has something original compared to the rest of plain siege maps, just need some work with lights

(bO.o)b
07-01-2015, 04:31 AM
I liked the map it has something original compared to the rest of plain siege maps, just need some work with lights

Too bright?

.seVered.][
07-01-2015, 01:49 PM
Indeed, there be MANY proud moments abound lately with that Chamberly's name embedded into them ... as well they should be; one of Finest Gem's :)

Couple of question's ...

Regarding Layout ...

The isolation of the team spaces makes for an EASILY blocked encroachment from the enemy beyond. Having only 1 path to the enemy will undoubtedly make for a long un-ending match (overtime) or to a (uKadmin) server crash or to a frustrated mapvote. A good 'Siege' policy is to have 3 or more 'Routes' to engage the enemy within. I do like the spacious head room, but do NOT favor the Core design. Too 'encased' and hard to reach. Perhaps consider making the current Core area a 'Nuke Room' type location and move the core to where this Teleporter currently rests? A download link would also be nice, unless I missed it... which is entirely possible with my age and eyesight these days.

http://i62.tinypic.com/24fa83k.jpg

Chamberly
07-01-2015, 01:54 PM
[;93929]A download link would also be nice, unless I missed it...

On my server. Take a look. The entrance is wide open enough... basically there is like almost 2 ways...

(bO.o)b
07-02-2015, 04:54 AM
Couple of question's ...

Regarding Layout ...

The isolation of the team spaces makes for an EASILY blocked encroachment from the enemy beyond. Having only 1 path to the enemy will undoubtedly make for a long un-ending match (overtime) or to a (uKadmin) server crash or to a frustrated mapvote.
Endless game? Well a game hasn't been played on it yet so that is speculation for now :cow:

Bases are wide open and cannot be closed by SC's or much else. Jetpack is a surprisingly good option. :smile:



A good 'Siege' policy is to have 3 or more 'Routes' to engage the enemy within. I do like the spacious head room, but do NOT favor the Core design. Too 'encased' and hard to reach.
The way into the bases is large enough, once u get in, there's a shitload u can do :P

As for the Core room... I know a map which has a similar 2 opening entrance to the core, and it gets played all the time. (forgot the name)

Anyway once you see how it really is you might not think the same about it.


Perhaps consider making the current Core area a 'Nuke Room' type location and move the core to where this Teleporter currently rests?
There are plenty of hidden nuke rooms. Core is fine where it is.



A download link would also be nice, unless I missed it...
I'm giving it directly to SAM for upload. I could post the DL later maybe. But for now i want people to learn the secrets by playing.

.seVered.][
07-04-2015, 04:28 PM
Thank you for the nicely detailed response ..>)-

Sorry if my post was lacking the positive, and I do like the map... I did say 'couple questions' clearly i was interupted and could not finish ..

... I do like the ambient space combined with the well placed dynamic light influences. I look forward to playing it and finding each one of it's secrets.

DontWorryBeHappy
07-05-2015, 08:13 AM
You just got boobed!

Nice work! I like what I see here. It's pretty dark so I'm fucked in windowed mode, lol.

Excited to see it on pub server.

(bO.o)b
07-06-2015, 01:53 AM
It's been submitted! :excitedj:

SAM Check your messages! Cham sent it. Maybe on ut99.org

Chamberly
07-06-2015, 11:30 AM
Nah, it's on here SAM (can't tag blazeski :/)

Chamberly
07-08-2015, 04:48 PM
I was told... it's uploaded now.

(bO.o)b
07-09-2015, 04:49 AM
I was told... it's uploaded now.
Me no see it :cow:

|uK|chiseller
07-09-2015, 05:59 AM
Needs a mapllvote refresh

Chamberly
07-09-2015, 06:00 AM
Either the ape didn't reload map or didn't add $* in mapvote... dunno. ;) LOL.

I just now see chis replied... dang forum.

(bO.o)b
07-09-2015, 06:28 AM
Needs a mapllvote refresh
My bet :cow:

(bO.o)b
07-09-2015, 06:40 AM
Is there anyone else who can refresh the list? I'm on now and i'd love to be present for the inaugural game :)

|uK|chiseller
07-09-2015, 08:15 AM
I'll do it on a few minutes

(bO.o)b
07-09-2015, 08:27 AM
I'll do it on a few minutes

Fuckin' A

|uK|chiseller
07-09-2015, 08:31 AM
It's up as SharkTank instead of $harkTank
Maps starting with the dollar sign aren't being added to the maplist because of the mapvote.ini. A change would require a server restart but I don't have time ot wait right now. I'll do it some other time..

(bO.o)b
07-09-2015, 08:58 AM
It's up as SharkTank instead of $harkTank
Maps starting with the dollar sign aren't being added to the maplist because of the mapvote.ini. A change would require a server restart but I don't have time ot wait right now. I'll do it some other time..

lol the game started but a few trolls convinced the others to vote a overplayed map AGAIN... So no game was played. Map looked great but some one-trick-ponies got their way.

Thanks anyway.

Higor
07-09-2015, 12:50 PM
I unleash my fury on all who vote out a good, underplayed map.
Name a couple, I will make their lives miserable.

Chamberly
07-09-2015, 02:23 PM
Outworldholdbeta, DownTownBeta (3w and long), (SDA)-Rampage, High[+]-Teleorb, MeinKraft (probably not uploaded but fun!), [r]Fortification and more..

Higor
07-09-2015, 03:00 PM
Not the maps, the players.

Chamberly
07-09-2015, 03:20 PM
Oops. Alright. & I wanna watch. lol.

Who voted the map off Beef? Name them! LOL

(bO.o)b
07-09-2015, 05:58 PM
I dont remember them all. All aliases. The leader was saying shit like: "This map will last longer than Niven 4!" and general discouragement. We werent on the map but less than 5 minutes...

Next thing u know were playing Black River again for the millionth time.. :cow:

I dont see the name of the person who started it but here's some reactions below:
http://i58.tinypic.com/2hgcjmv.jpg

(bO.o)b
07-10-2015, 05:49 AM
lol Tried again and same thing with a certain player. But they weren't successful getting the map changed this time. They soon ragequit.

SOOOO I still havent seen a full game cuz the server crashed lol

:shark:

I guess I'll have to wait a bit longer :P

(bO.o)b
07-10-2015, 06:13 AM
lol i got 1 Screenshot

Someone had to make the tele into the aquarium and got this: :shark:

http://i62.tinypic.com/i3b4ur.jpg

:cow:

Chamberly
07-10-2015, 07:03 AM
lmao... :D :D :D :D woohoo!

Yash
07-10-2015, 03:18 PM
It's pretty dark

Yeah, I too admire this thing that in some places of map is too much dark that make difficulty in looking players too....

Please place as low as low power ambient light so that atleast we can feel something there.

Chamberly
07-10-2015, 03:43 PM
This is why I have NOT released my aquarium map yet because no one say about their graphic setting in ut99. Seem like many of them are using the same silly default settings without any regular update... such lame.

Higor
07-10-2015, 04:11 PM
Brightness 5 is a default setting, if can't see shit in there then your map needs to be fixed.

SharkTank intentionally has dark spots to make for good sneak routes, take into account you can see into the enemy base, so there is a slight defensive advantage on the map already.

Woody
07-10-2015, 04:33 PM
Nice Map Bob =) , I like it :D :)

(bO.o)b
07-10-2015, 04:56 PM
Yeah, I too admire this thing that in some places of map is too much dark that make difficulty in looking players too....

Please place as low as low power ambient light so that atleast we can feel something there.

Ambient brightness is set at 1 so the structure of the map is visible but it keeps the dark places almost black.

If you need it a bit brighter press F11 a few times till its bright enough.

If you play in Window mode. Well youre screwed. Why not play Full Screen?


Brightness 5 is a default setting, if can't see shit in there then your map needs to be fixed.

I used default brightness to test this map and I play with it. Playing with higher settings washes out the colors and u dont see dynamic light correctly. This map has dark places intentionally.

I've seen screenshots of people playing 10/10 brightness. Sure u can see the enemy better but you lose the intended feel of the map.

(bO.o)b
07-11-2015, 06:46 AM
SO...

WHO WON THE FIRST GAME? lol I knew i wouldnt be around for the first complete game.... I know a few games have been played! Post screens noobs. Map feedback. anything :P

(bO.o)b
07-12-2015, 07:58 PM
Question for the Admins!!

There are Biterfish in the water(s) and they dont show up on your server. Biterfish are set bAlwaysRelevant True and bGameRelevant True and they showed up on Chamberly's server.

Can you enable Biterfish on your server? The sharks are dumb. Biterfish warn the sharks when somebody falls in the water. :shark:


:cow:

Chamberly
07-13-2015, 12:20 AM
If someone login as admin and try to spawn a monster and it doesn't spawn, then they had the monster OFF in the ut.ini setting.
Admins, you can turn it on making a command to set it on, and it will stay on until you use the command to turn it off, without having to shutdown the server to fix this.
Nice little trick eh?

(bO.o)b
07-13-2015, 12:33 AM
If someone login as admin and try to spawn a monster and it doesn't spawn, then they had the monster OFF in the ut.ini setting.
Admins, you can turn it on making a command to set it on, and it will stay on until you use the command to turn it off, without having to shutdown the server to fix this.
Nice little trick eh?

What she said :cow:

--- Updated ---

Wow just played my first real game on it. Once people start to understand the map, the games got better.

Still lots of detractors who try to discourage people, but haters gonna hate :troll:

If you hate my map so much, why not just leave. Why sabotage your team's effort by not really playing and whining incessantly?

Leave, Spec and/or :stfu: please

|uK|Tomahawk
07-13-2015, 12:58 AM
I like it, played a match and a half of it earlier. Lots of nuke rooms, plenty of tele spots and tbh I don't think I found them all yet and explored everywhere xD. The only thing id really change (pretty minior) is that holes by the core and the hole going up to that area above core, to be accessible by using jump boots once.

Also that area top right of core with the 2 waterfalls.... its kinda hard af to kill enemy tele if they make it there (jay im looking at you), why not make the 2nd waterfall the same as the first?? That way opposing team has a very small chance atleast to get it back, only way to get there was with trans and with jetpack none of us could get into it either. Other then those couple of things I think the map is very nice.

(bO.o)b
07-13-2015, 02:37 AM
I was just telling Cham about that room in the falls.... But it is a vulnerability for both bases so for now, some noobs are just learning about it and might protect it better soon.

There are supposed to be Biterfish in the water to make getting up there a bit harder. I might submit a fix version iff its a problem.

As far as the hole by core. It is intentionally hard to get up there. If u can get up there with boots, so can your enemy :P

Theres an easy way up with boots. PM if you want the solution :P

Or booster might work. havent tried that yet though :D

DontWorryBeHappy
07-13-2015, 03:08 PM
I was waiting some time now for a SharkTank match, got in a game earlier today.

It's a very nice map. I like that it's pretty dark or even "too dark" (brightness 6 does the trick for me except for those pitch-black corners), and I like all those secrets, waterfalls and other cool things. This sort of detail I only see in MonsterHunt maps.

Just a few things:

1) The sharks are too weak. Getting the mid item is hard already but I expected those beasts to be really scary. Maybe I was lucky escaping them. BTW: Can I kill the sharks? How many HP?

2) Those huge slopes may be a bit too enticing for players addicted to camping. The match I was in there were no campers so I don't know of course.

3) I got sort of stuck in the enemy core room "hole" but I guess it's not meant for going through, is it?



The performance on this map is very good already, only a few slight framedrops in the mid area.


Good fucking job. Looking forward to your other contributions.

Chamberly
07-13-2015, 03:33 PM
BTW: Can I kill the sharks? How many HP?

Only the ones in the mid between bases and not by midspawn. It's a trick, but I won't spoil it in the forum here.


I got sort of stuck in the enemy core room "hole" but I guess it's not meant for going through, is it?

Nope not meant to go through. Troll hole is a troll. ;)

DontWorryBeHappy
07-15-2015, 11:10 AM
Maybe you could hide/obscure parts of the slopes with foliage.

http://www.abload.de/img/jungleju3.jpg

Not trees of course, but a few leaves here and there maybe.

One could shoot trough but not see through it (partially).

The "moist" environment and the overall visual setting would make lots of green very plausible :)

Novak
07-15-2015, 07:55 PM
Also that area top right of core with the 2 waterfalls.... its kinda hard af to kill enemy tele if they make it there (jay im looking at you)

I see jay2 is making a name for himself

(bO.o)b
07-16-2015, 03:55 AM
About teh room above the waterfall:

Its similar to the room above the core on Bluevember. The enemy has to get past your main base with either Trans or Jetpack. If your snoozing, youre losing.

In the map's defense I knew about this the whole time, BUT uK's server settings arent showing the Biterfish that are supposed to be in the water. Going in the water is supposed to be a punishment everywhere on the map.

Admins please change server settings to allow Biterfish :)


About the room above the core:

Again the enemy has to get past your main base so, ya snooze, ya looze. :cow:

Also, this area is intentionally out of Jumpboot range, but just barely. A creative player can get up there with boots. :)


I intentionally made lots of high ground to lose/keep control of.

Both bases are exactly the same so there is no advantage for anyone

Chamberly
07-16-2015, 05:39 AM
Very reasonable, but we always have one of the ape that go run around the base to make sure it's clean right? Hehehe.

Spiderman
07-16-2015, 06:05 AM
Map is good but some things must be fixed to make it better.
1. Map is bit dark, increased brightness but still its dark. Add up light or whatever which can increase brightness.
2. So many ways to core which seems map to be played only when server is full. Close some, like one above core.
3. Upper area at left to the core is so wide and difficult to access and defend from base, if it can be moderated or can be closed.

Chamberly
07-16-2015, 10:11 AM
1. Map is bit dark, increased brightness but still its dark. Add up light or whatever which can increase brightness.

Not really dark at all if you use an updated openGL or D3D with gammabrightness up.

The map is fine as it is, but it's not even wide open like bathroom!

There is way to prevent the upper area above the core from such tactic, it just simple saying new map means new tactics, and just as the cow guy say, if you snooze ya loose! :P haha.

IronMaiden
07-16-2015, 10:16 AM
Played it only once, game lasted about 45 min followed by server crash.

Really digging this map! Love the tank separating the bases. Playground for antifun.

I think it's good to go.

(bO.o)b
07-17-2015, 04:20 AM
Very reasonable, but we always have one of the ape that go run around the base to make sure it's clean right? Hehehe.

Spiderman guards the cornhole on BlueVember. So maybe he can go on cornhole duty on this map too :P

Woody
07-17-2015, 04:53 AM
The bad thing about playing this map, is only passing no more than 30 minutes and the server goes down ... and has not been only once.idk

Chamberly
07-17-2015, 05:22 AM
The bad thing about playing this map, is only passing no more than 30 minutes and the server goes down ... and has not been only once.

SAM Can you get the server log on this please?

(bO.o)b
07-17-2015, 06:15 AM
I have limited time to play but I have played 2 games to the end but i have seen 2 games crash as well...

I cant help it if my map is too hot for the server to handle. :cow:

I think its the Biterfish crashing the server because the admins wont let them play :D

BTW it didnt crash during testing on Cham's server sooooo...

Higor
07-17-2015, 12:00 PM
Oh boy, incoming FCollisionHash crash? HO HO! HA HA!

Spiderman
07-17-2015, 02:30 PM
And just now server got crashed again on this map....
Last moment :zpmini: :shark: http://i61.tinypic.com/2z4mxjs.jpg

IronMaiden
07-17-2015, 03:03 PM
My UT crashed in the same moment btw. General bla bla bla error.

Higor
07-17-2015, 03:56 PM
Very nice, you could have shed some light on it with a crashlog.
In the meantime, back to speculating and waiting for SAM or |uK|chiseller

This shit wasn't crashing on cham's, meaning, it's either a PlayerCanSeeMe() or FCollisionHash crash log. 99% sure, anyone betting?

Chamberly
07-17-2015, 06:13 PM
This shit wasn't crashing on cham's, meaning, it's either a PlayerCanSeeMe() or FCollisionHash crash log. 99% sure, anyone betting?

Or it would be some server maintenance that wasn't notified hehe. These usually happens... ;)
Higor check edited post. :P

Shiro
07-17-2015, 06:16 PM
make it smaller with less water and GG , playable map. Inspire yourself on Butchered , best map that have been sieged in history imo.

IronMaiden
07-18-2015, 12:07 AM
Crashed again exactly at midnight US eastern time.

(bO.o)b
07-18-2015, 05:27 AM
make it smaller with less water and GG , playable map.
lol u dont realize the cascading effect of changing just 1 brush :cow:

Novak
07-18-2015, 09:41 AM
I was involved in the midnight EST game last night, my first game on that map.

This map is fantastic from my initial impression. A lot of secluded areas and hidden spots for side battles and teles while having essentially one legit entrance if the high portal is SM'd. This is key to the map's playability in getting games to last beyond the early stages.

What I love is how it is really a basic siege map with plenty of intrigue with the hidden spots and portals which create plenty of side battle opportunities. That shark tank is hilarious and I like the map's overall visual appeal.

That game lasted until between the 30-40 minute mark (time left) when the server crashed. Higor remind me the UT command to obtain the crash log to paste in this thread next time it happens?

(bO.o)b
07-19-2015, 08:08 AM
Ok crashed again... WTF. Someone nuked and BAM. Crash...

Found some other problems.

Higor dude that tele from one base to another into the upper waterfall is still possible! Someone did it last game I saw. I thought we fixed and wiped that problem out. ???

I smell v2 coming soon :/


Did spawning Teleporter settings change since our last test of that problem? :/ I could swear I made that wall thick enough...

UT-Sniper-SJA94
07-19-2015, 08:52 AM
Ok crashed again... WTF. Someone nuked and BAM. Crash...
Exact same thing happened when I played that map yesterday.

Novak
07-19-2015, 11:02 AM
(bO.o)b also yeehaw claims that if you make mines in the shark tank and the sharks hit them it will return 500 RU for each mine. If this is true, this needs to be eliminated in the next version. That kind of action ruins the integrity of RU accumulation in a non-leech game.

I looked over the rest of the hidden spots in the map and feel that all of them can be defended. Also, it is possible to swim up both high waterfalls without much effort for those who haven't figured that out yet. No trans or other builds required. Teamwork useful but not necessary.

Higor
07-19-2015, 11:18 AM
Many lols, we should wait for a few crashlogs before doing v2.
SAM SAM SAM SAM SAM SAM . . . . . . . . . . .SAM SAM SAM SAM . . . . . . . . . . . . .SAM SAM . . . . . . . . . SAM SAM
SAM SAM SAM SAM SAM SAM . . . . . . . . . . SAM SAM . SAM SAM . . . . . . . . . . . . SAM SAM . . . . . . . . . SAM SAM
SAM SAM SAM SAM SAM SAM . . . . . . . . . .SAM SAM @ SAM SAM . . . . . . . . . . . .SAM @ SAM . . . . . .SAM @ SAM
SAM SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . SAM SAM . . . SAM SAM . . . . . . . . . . .SAM @ @ SAM . . SAM @ @ SAM
SAM SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . .SAM SAM . . . . .SAM SAM . . . . . . . . . .SAM SAM SAM SAM SAM SAM
SAM SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . SAM SAM . . . . . .SAM SAM . . . . . . . . . SAM SAM SAM SAM SAM SAM
SAM SAM SAM SAM SAM SAM . . . . . . . .SAM SAM . . . . . . . SAM SAM . . . . . . . . SAM SAM . .@ SAM . .SAM SAM
SAM SAM SAM SAM SAM SAM . . . . . . . SAM SAM @ SAM @ SAM SAM . . . . . . . SAM SAM . . .SAM . . .SAM SAM
SAM SAM SAM SAM SAM SAM . . . . . . .SAM SAM SAM SAM SAM SAM . . . . . . SAM SAM . . . . . . . . . .SAM SAM
. . . . . . . . . . . . . . . . . . . SAM SAM . . . . . . SAM SAM SAM SAM . SAM SAM . . . . . .SAM SAM . . . . . . . . . . SAM SAM
. . . . . . . . . . . . . . . . . . . SAM SAM . . . . . .SAM SAM . . . . . . . . . . . .SAM SAM . . . . . SAM SAM . . . . . . . . . . SAM SAM
. . . . . . . . . . . . . . . . . . . SAM SAM . . . . . SAM SAM . . . . . . . . . . . . .SAM SAM . . . . .SAM SAM . . . . . . . . . . SAM SAM
SAM SAM SAM SAM SAM SAM . . . . .SAM SAM . . . . . . . . . . . . . .SAM SAM . . . . SAM SAM . . . . . . . . . . SAM SAM
SAM SAM SAM SAM SAM SAM . . . . SAM SAM . . . . . . . . . . . . . . .SAM SAM . . . .SAM SAM . . . . . . . . . . SAM SAM
SAM SAM SAM SAM SAM SAM . . . .SAM SAM . . . . . . . . . . . . . . . .SAM SAM . . . SAM SAM . . . . . . . . . . SAM SAM

--- Updated ---

Mines have a bug, I noticed it too when getting over 200 health taken down by Level 0 mines that just finish building.

~~D4RR3N~~
07-19-2015, 11:35 AM
Lmao Higor best tagging ever

SAM
07-19-2015, 01:25 PM
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: ULevel::FindSpot
Critical: ULevel::FarMoveActor
Critical: UObject::ProcessEvent
Critical: (FavoritesTeleporter CTF-SharkTank.FavoritesTeleporter12, Function Engine.Teleporter.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physFalling
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (TFemale2 CTF-SharkTank.TFemale71, Function Engine.PlayerPawn.ServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor TFemale71)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/17/15 14:23:33


LagCompensator: DOWNWEAPON State
Critical: UObject::ProcessEvent
Critical: (sgSWave CTF-SharkTank.sgSWave16, Function SiegeIV_0018.sgSWave.Timer)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/18/15 09:33:43


Critical: UObject::ProcessEvent
Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel3, Function LCWeapons_0015.XC_CompensatorChannel.ffSendHit)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor XC_CompensatorChannel3)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/10/15 02:36:49


Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: UObject::execClassContext
Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel27 @ Function LCWeapons_0015.XC_CompensatorChannel.ProcessHit : 037E)
Critical: UObject::ProcessEvent
Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel27, Function LCWeapons_0015.XC_CompensatorChannel.ffSendHit)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor XC_CompensatorChannel27)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/14/15 08:38:35



Critical: UObject::ProcessEvent
Critical: (sgSWave CTF-SharkTank.sgSWave0, Function SiegeIV_0018.sgSWave.Timer)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/13/15 22:38:11

IronMaiden
07-19-2015, 02:12 PM
Some fag just made 10 nukes with mines in tank glitch. Game was over before SHP. I suggest taking the map of the server until this is fixed.

Higor
07-19-2015, 02:36 PM
FCollisionHash.
http://i.imgur.com/zg83t5o.jpg

Level contains a somewhat 'big' amount of movable actors (fishes and shit) and UT's hashing is too crappy to handle it.
Solution: replace the collision hash with an octree by either migrating to Unreal 227 or installing XC_Engine huehue.

In the meantime I'll take a look at sgSWave...

Higor
07-19-2015, 02:52 PM
In sgSWave:


foreach VisibleCollidingActors( class 'Actor', victim, ShockSize*29, Location )
It consults the collision hash for actors, basically, another FCollisionHash based crash.

IronMaiden
07-20-2015, 01:39 AM
Well we just leeched the shit out of the poor sharks and the server didn't crash. Yay! Maybe this is the official leech map and the fish needs to be fed properly with lots of mines?


http://iruntheinternet.com/lulzdump/images/excuse-me-shark-what-doing-12898620885.jpg

(bO.o)b
08-04-2015, 05:01 AM
This map will be fixed. Cham offered to make a custom zone to prevent one certain problem. Then I can easily patch the tele to other base problem. Will release asap

Chamberly
08-04-2015, 05:19 AM
Even awhile doing that, I still have to look at the above crash issue as well. Those things looks deadly. & fav teleporter? Just wtf? :P Will look at this within a couple of hours.

& can't forget about making these sharks not making mines (and supermine!) detonate so RU will not be returned in favor of leech. Anything else I should be aware of or to look into? The SP/protectors shooting at them is intentional, mind the gauntlet gamestyle nOs*Wildcard has done.

Sleepy, can't think of anything that I was thinking so maybe it'll return when I wake up. Zzzz.

Higor
08-05-2015, 02:07 PM
Chamberly I pushed a prototype of XC_Engine v15 on your server.

BTW MOO, don't fuck up your map.
If you want to fix something, I suggest adding a no build zone on the mid glass.
Catch up to me for this.

Novak
08-23-2015, 05:51 PM
This map has no place on the server until the tank exploit gets fixed.

2529

Blue had a Level 5 super protector in less than two minutes and a super container in less than four minutes.

|uK|fleecey
08-24-2015, 05:17 AM
This map has no place on the server until the tank exploit gets fixed.

2529

Blue had a Level 5 super protector in less than two minutes and a super container in less than four minutes.

If using any exploit it will lead to a ban, it's not allowed.

|uK|kenneth
08-24-2015, 08:40 AM
If using any exploit it will lead to a ban, it's not allowed.

if u ban everyone who did this, you would end up with an empty server imo.
just remove the map from maplist untill its fixed.

Novak
08-24-2015, 07:37 PM
"Exploit" may have been the wrong term here. I am not trying to call out Scourge and kenneth is right about many players who know about it will do it.

I think the map was just programmed that way but with maybe unintended consequences.

Chamberly
08-25-2015, 01:45 AM
Something that slipped through my mind and didn't even think about it. Now that I know... time to do some research and see what are the changes. First I need to check with (bO.o)b to see what is the current changes for now so I can continue the project on the map.

(bO.o)b
08-28-2015, 03:41 AM
Higor told me what i have to do to fix the problem. It involves reading. I'm a slow reader. :cow:

|uK|chiseller
08-28-2015, 06:02 PM
Truth to be told, I just played the map for the first time ever. It's pretty decent. I wonder how it would go without the tank issue but by the look of it, people voted it just because of that. It was actually quite fun and I am certainly not going to ban people over it. I suppose we will keep the map on the server until it's fixed and have it replaced.



if u ban everyone who did this, you would end up with an empty server imo.

Make up your mind, you dîckhead.

https://dl.dropboxusercontent.com/u/1582415/UT/kennethquote.png

|uK|kenneth
08-29-2015, 09:05 AM
was just to prove you to get the map off the server till there is a fix for it.
thats why i voted it in the first place.
but apperently it didn't open your eyes
it should be a standard procedure.
maybe its just me thinking this way.

Novak
08-29-2015, 11:41 PM
Pay the server bill for a year kenneth and he will make it standard procedure. :)

|uK|kenneth
08-30-2015, 07:34 AM
Pay the server bill for a year kenneth and he will make it standard procedure. :)

and what the fuck has this to do with what i said?

removing something not doing its job the way its made for is common sense shouldn't be explained.

Chamberly
08-30-2015, 01:12 PM
Why so mad? Have you not won a game out of this cool map yet? h3h3h3

silverkorn
09-10-2015, 08:45 PM
if u ban everyone who did this, you would end up with an empty server imo.
Just learned it... ¬_¬ (hopefully it was just a kick)
I should come more frequently on the forum.

Chamberly
09-20-2015, 09:31 AM
Almost done... no build zone inserted and need research to add no mine denotes from fishes... or let the fish denotes mines but no RU return.. ;)

Higor
09-21-2015, 11:25 AM
Chamberly have you playtested the map on the dev server?
Does the mine thing still happen on 0019?

Chamberly
09-21-2015, 05:40 PM
0019?

Didn't try it on 0019 yet. Will do.

Woody
09-23-2015, 04:15 AM
This map needs to be repaired lol . Is a map just to make leech...

(bO.o)b
09-24-2015, 06:16 AM
The Shark/Mine problem has been fikst finally!

I might add a Wildcard-esque 'punishment' for trying to abuse the glitch.

Chamberly is working on a very special addition ATM. :D

Speaking of. Cham what is the ETA for your project? NO Pressure now! :D

Chamberly
09-24-2015, 06:55 AM
Actually the mine/sm for the shark doesn't detonate only in SiegeIV_0019 ... which is like wtf how you sneak that in Higor?

Might as well steal something to make it work for all version..

& so... we already got the no build zone set so we're good?

Scourge
09-25-2015, 02:44 AM
Please leave 2 versions, 1 with the nobuild zone and 1 with the glitch left in called ShitTank! I guarantee the latter will be more popular >:D

(bO.o)b
10-19-2015, 11:22 PM
Its finished you glitch abusing twats! :cow:

Just waiting to hear on a possible addition from Higor.

Otherwise kiss building mines and teles in off limit places forever :D

Chamberly
10-20-2015, 02:53 AM
Well apparently, v0019 didn't like to work on the public server well so we're gonna have a delay I think... idk.

Higor
12-15-2015, 01:09 AM
SharkTank appears to be working fine now... I think the binary update had something to do.
SAM :)

utbusta
12-16-2015, 11:11 AM
Played this map last night, I didn't notice before but teams can pulse through tank to other team. Allowing them to kill each other as if they were right in front of each other. I didn't bother to demo it because more than 2-3 players on each team were doing it

|uK|kenneth
12-16-2015, 11:36 AM
Played this map last night, I didn't notice before but teams can pulse through tank to other team. Allowing them to kill each other as if they were right in front of each other. I didn't bother to demo it because more than 2-3 players on each team were doing it

man again? i already warned a few peple for doing this on sharktank its a domino effect one guy starts it and the others follow....

Yash
12-16-2015, 12:04 PM
man again? i already warned a few peple for doing this on sharktank its a domino effect one guy starts it and the others follow....

Most players consider this map as a leech map :P

|uK|kenneth
12-16-2015, 12:22 PM
Most players consider this map as a leech map :P



i know but map is fixed now.
and leeach or not pulsing trough the wall is not allowed.

Yash
12-16-2015, 12:37 PM
i know but map is fixed now.
and leeach or not pulsing trough the wall is not allowed.
How many of those care? Main question is this.

Like sup spam, however sup spam is being reduced from past, but even though there are some who continue to spam it and doesn't care about warning. =(And I know this isn't right place to discuss about it and i don't know codes like for spoiler :P)

Chamberly
12-16-2015, 01:20 PM
I had to warn 2 people, and use the whole white msg say saying shooting through wall is against the rules. (Woody, and *.Florencia[S])...

Anyway, this map got some interesting stuff...

|uK|kenneth
12-16-2015, 02:39 PM
I had to warn 2 people, and use the whole white msg say saying shooting through wall is against the rules. (Woody, and *.Florencia[S])...

Anyway, this map got some interesting stuff...

same had to use everything i could i even needed to kick florencia cause she kept doing it.......

oh wait i readed your post properly now lel
i think its time to give florencia a small vacation seems like she didn't learn anything.

|uK|B|aZe//.
12-18-2015, 12:58 PM
is this map fixed properly yet or what

|uK|kenneth
12-18-2015, 01:34 PM
haha ye it is althought most people think its still a leech map they grab some ru as fast as possible build a mine and bam nothing happens hahaha. too funny!
on a serious note can we make a mod for sharktank to get people get themselves killed when they ppusle through the glass? 2 days ago i had to warn these idiots again.......
and kluber has a really bad attitude lately its getting annoying.

Chamberly
12-18-2015, 01:56 PM
on a serious note can we make a mod for sharktank to get people get themselves killed when they ppusle through the glass?

hmmm... Let's see... if it touch a build or player, the player would die... but the mod would have to know what kind of surface it's going through... this gonna bite.

|uK|B|aZe//.
12-19-2015, 06:44 AM
why doesnt it just get fixed so you can pulse through the glass........ instead of making a mod for it, less time wasted less mods on the server

Chamberly
12-19-2015, 07:47 AM
... I don't know if it's possible to do that without making a mod because of engine limitation afaik. >: (

& of c I don't even know how. :P it may not even be possible, unless someone know and step in.

btw... why even think about enforcing this to just 1 map when all other map have the same issue of shooting through wall?

Higor
12-19-2015, 07:51 PM
why doesnt it just get fixed so you can pulse through the glass........ instead of making a mod for it, less time wasted less mods on the server
It's a problem with Aleria as well... I guess I will have to look at sgPulseGun's code for 0021.

.seVered.][
12-20-2015, 10:46 PM
why doesnt it just get fixed so you can pulse through the glass........ instead of making a mod for it, less time wasted less mods on the server

Why not change the PulseRifle entirely to make it 'Repair'. Change the alt fire to repair (faster rate for build repairs would be a bonus) and change the primary fire to drop a modified container build- which builds in 1 second and looks like a shield instead of a box.

|uK|B|aZe//.
12-23-2015, 07:57 AM
sorry I meant to write CAN'T

as in not make it possible to pulse through walls via weapon coding?

Chamberly
12-23-2015, 08:18 AM
I don't think so. Because if tried, you won't be able to shoot/kill some other things... typical gaming error if you wish to invite.

|uK|B|aZe//.
12-23-2015, 08:29 AM
then the only option would be to change map characteristics?

Chamberly
12-23-2015, 08:48 AM
Hmmm... wait... what about the one FD posted that stop pulse gun posted through wall? Or am I not studying that history well enough?

Higor
12-23-2015, 10:11 PM
It's the one in use, clearly wasn't strong enough lmao, I said I'd take care of it.

Novak
02-28-2017, 07:10 PM
SharkTank is crashing frequently for players during the game, starting maybe 25-30 minutes into it. The ss below is the same one I reported on the Burning-4 thread and just happened again, maybe a related issue to the crashing on that map.

3614

THUNDERBOLT
03-27-2017, 11:22 AM
This map crash everytime, this message is when i was shooting in ramp with shock
3622
this is in tank with fishes
3623

(bO.o)b
08-13-2017, 06:17 AM
This map crash everytime, this message is when i was shooting in ramp with shock
3622
this is in tank with fishes
3623
Don't shoot on the ramp with shock then. :cow:

THUNDERBOLT
08-13-2017, 07:39 PM
Don't shoot on the ramp with shock then. :cow:
A truly mature response :wegotabadass: