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Eighteen expertly converted Unreal classics for UT, featuring improved bots, fixed bugs, and new music tracks

Eighteen expertly converted Unreal classics for UT, featuring improved bots, fixed bugs, and new music tracks

Vote: (17 votes)

Developer: Lightning Hunter

Created: 2003-02-07

MD5: bcc1b5b24fd1e9c17ada6ce593268088

Size: 14.9 MB

Vote

(17 votes)

Developer

Lightning Hunter

Created

2003-02-07

MD5

bcc1b5b24fd1e9c17ada6ce593268088

Size

14.9 MB

Collection of some of the best Classic User Made maps for the Original Unreal, converted over to UT manually with bot improvements, Map pics, bug fixes, etc. 18 maps all together!

Date: Feb 5, 2003

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Title :Unreal Tournament User Made Classic Map Pack

Author(s) :Lightning Hunter

Email Address :[email protected]

Web Page :http://l_hunter8.tripod.com/

Description :Collection of Classic User Made maps for the Original Unreal, converted over to UT.

Special Thanks to :All of the Original Mappers who made these awesome classics!

Epic, for creating the Unreal Series

The Music artists who composed the new music tracks I used in these conversions

Hellscrag, for making the UT Classic Pack 1, which inspired me to do these user made conversions

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Extended Description of this Map pack:

This is a map pack full of some of the best user made maps for the original Unreal. (Look below to see who the original

Authors were) I have taken all these old maps and converted them over to UT. Normally when you launch an old Unreal map in

UT, it will automatically change all the weapons to UT weapons, but the weapon placement looks bad, The map will play the

UT Menu Music instead of Good DM Music, and the load time for the maps take extra long. Plus There is no map pic in the

map selection menu, and no map information. In this map pack I manually converted all the maps over so that the load time

is that of a normal UT DM map, and all the UT weapons and ammo have been placed in the right spots. In most of the maps I

got creative with the weapons and ammo placement (Some guns lay on their side, some are propped up against walls, etc.)

I have also done major improvements to the bot navigation on all these maps. Most of these old Unreal maps had very poor

bot navigation. Now the bots will go everywhere, even in some places humans find it hard to go. For a few of these maps

I changed the old weapon and item placement around. Some of them had to be changed to flow better with the UT weapons and

powerups. I also fixed a few obvious bugs in a few maps, such as BSP holes, a few bad lights, etc. There are 9 Music

tracks included into this map pack that are not official UT tracks. 2 of them are from Unreal 1, and another one is just

the Organic.umx track renamed to Organic2.umx (It wouldn't work otherwise) the rest of the music tracks are from a MOD

archive I found on the net. The artists are credited at the bottom of the readme file.

NOTE: The maps have are named DMU- instead of DM- because this way they are conveniently put at the bottom of the DM map

list in the map selection window. (DMU is NOT a new game type! They will appear in the Deathmatch or Last Man

Standing map lists!)

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Map list and Descriptions:

Below is a list of all 18 maps converted. The map name is listed, the author who made them originally, the recommended

player amount, and a list of changes I made in the conversion.

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Map: DMU-Anka

By: Sidney "Clawfist" Rauchberger

Player load: 3-8

Music: UnWorld2.umx

Changes Made to the UT version: The bot paths have been revised a little to make the bots go everywhere. In the old

version, the bots wouldn't go underwater to get the secret shield belt. I have also added a teleporter to the secret

shield belt room to allow people to teleport back outside. The bots wouldn't leave the shield belt room until I added

the teleporter there.

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Map: DMU-AOD2

By: Squacky

Player load: 6-9

Music: Course.umx

Changes Made to the UT version: The bot paths were barely changed. The original map was one of the few maps that had

almost perfect bot navigation, as well as weapon and item placement.

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Map: DMU-Asmadena

By: Sidney "Clawfist" Rauchberger

Player load: 2-5

Music: Point.umx (not a official UT Music track)

Changes Made to the UT version: There are no changes to this version except for a few bot paths that were moved around

to prevent the bots from getting stuck.

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Map: DMU-Blackheart

By: Alex "The_Rat" Portegies

Player load: 3-9

Music: Seeker2.umx

Changes Made to the UT version: The bot paths were completely redone. (you should have seen the mess in the old version)

The bots now visit every room and don't get stuck. I also added a Udamage into the map to make the main room more active.

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Map: DMU-Breakfast

By: John

Player load: 2-7

Music: UFOPIDT.umx (not a official UT Music track)

Changes Made to the UT version: This map has one of the most creative Ideas I have seen in an Unreal map. Unfortunately,

the game play was slow, the bots were pathetic, and the weapon and item placement was bad. Game play has now been

Significantly changed to be much faster paced action. Before it was very dull and boring below the table, and when you

fell off you had to find a way to get back up which took a long time. I made it so that whenever you fall off the table

now, you die. This makes everyone stay on top of the table where all the weapons and ammo are. I also added a teleporter

on the side of the table that teleports you on top of the books, where there is now a Udamage. Since the pipe behind the

room is useless now that you can't go below the table, I made it so that it teleports you to another part of the table when

you jump down it. The bots now navigate the entire map, and get all the weapons and powerups. They will even occasionally

go for the shield belt in the fish tank. For some reason when I played this map in UT, some of the textures on the books

were messed up. I fixed this by adding new textures on the book covers. The covers of the books are now the Doom novels

(I liked those books) :)

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Map: DMU-ClusterF_ck

By: Jeremy "Faceless" Graves

Player load: 2-10

Music: Extreme.umx (From Unreal 1)

Changes Made to the UT version: I just moved a few bot paths around and changed the automag to a minigun.

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Map: DMU-Coldfront

By: Salvation

Player load: 2-10

Music: Mass.umx (Not a official UT Music track)

Changes Made to the UT version: The bot paths were completely redone. In the old version the bots wouldn't visit very

many rooms, and they got stuck everywhere. They also wouldn't go for a bunch of the powerups. Now the bots will go

everywhere and even jump from the top floor down to the crates to get the shield belt. I was able to make them jump

through the holes in the floor as well, to make them get down to the bottom faster.

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Map: DMU-Coosark

By: Sidney "Clawfist" Rauchberger

Player load: 4-10

Music: Botmca9.umx

Changes Made to the UT version: This is another map that had very messy bot paths. I went through and deleted half of

the bot paths (There were WAY too many used) and I added bot paths in places that didn't have any. The bots will now

impact jump to get the powerups on top of the beams and crates.

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Map: DMU-Core21

By: Steffen Eckenstaler

Player load: 2-8

Music: Organic2.umx (Same thing as Organic.umx, but for some reason I couldn't use it)

Changes Made to the UT version: This was probably the hardest map to add good bot support to. In the original map there

are many different levels, beams, and teleporters that the bots would not go to. I have completely revised the bot paths

so that they use lifts, go through teleporters, and impact jump to get to even the hardest places. Sometimes the bots

will even impact jump as a shortcut to the second level, instead of going to the lifts and teleporters. The bots will play

this map very well now.

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Map: DMU-Devils-Lair

By: Dugz Maps

Player load: 3-10

Music: A43-spri.umx (Not a official UT Music track)

Changes Made to the UT version: The bot paths were redone. In the old version when the bots fell down from the ledges

into the water, they wouldn't get back up. Now the bots will use the elevator to get out of the water pit. The bots now

visit the two sniper nests (Sorry campers, they won't put up with you any more) The bots play much more aggressively on

this map now!

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Map: DMU-Devils-Lair2

By: Dugz Maps

Player load: 3-10

Music: Razor-ub.umx

Changes Made to the UT version: The bot paths were completely redone on this map. There are so many small tunnels and

passageways that the bots used to get stuck everywhere. Now they will navigate quickly and pick up items fast. I removed

the sharks out of the pond in the corner of the map, because they just slowed game play down and killed too many people.

I also got rid of the shield belt in the pond, because there is already too many powerups in that room. (The bots would

never leave that room because of how much stuff was in there)

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Map: DMU-Fongy

By: Sidney "Clawfist" Rauchberger

Player load: 2-5

Music: Suprfist.umx

Changes Made to the UT version: Only a few bot paths were moved around in this map. The bots were mostly good in the

original version.

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Map: DMU-HellAbolish

By: Sidney "Clawfist" Rauchberger

Player load: 2-9

Music: Course.umx

Changes Made to the UT version: The bots played fine in the original, but I revised the paths anyway to make them even

better. The bots will now impact jump to the second level from the center of the arena.

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Map: DMU-HellShrap

By: Sidney "Clawfist" Rauchberger

Player load: 3-9

Music: K_Vision.umx (From Unreal 1)

Changes Made to the UT version: I spend a lot of time redoing the bot paths on this map. The bots will now impact jump

to get to the shield belt and mega health faster, and they will now jump off the side of the ledges to get to the first

floor faster. The bots will visit every room now and won't get stuck anymore. There were also a few textures that I

aligned in this map. I added a few lights to the underwater area to fix the textures from being completely black. (it

looked really ugly before) I also changed a few weapon and item locations.

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Map: DMU-Horbteep

By: Sidney "Clawfist" Rauchberger

Player load: 2-7

Music: Mdr_Mtune.umx (Not a official UT Music track)

Changes Made to the UT version: The bot paths were revised to make the bots navigate the water areas better. They also

jump down from ledges to the bottom better, and will impact jump to the rooftops to get powerups and other items. The

bots will now occasionally jump from the sniper tower to the rooftop instead of impact jumping. (it can be faster) I

changed the textures of the teleporters. The teleporter color corresponds to the place it will bring you now. (in the

original version you couldn't even tell they were teleporters)

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Map: DMU-Krandura

By: Rogelio Olguin aka desperado#2

Player load: 4-12

Music: Enigma.umx

Changes Made to the UT version: More player starts were added into this map. In the original only about 5 people could

play, or there would be spawn kills in the beginning. The bot paths were revised just a little. The bots will now use

the elevator properly, and won't get stuck on a few of the ledges.

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Map: DMU-Meenoclyps

By: Sidney "Clawfist" Rauchberger

Player load: 3-9

Music: Abearcal.umx (Not a official UT music track)

Changes Made to the UT version: There are quite a few bugs I fixed in this map. Almost all of the lifts in this map were

not lit up, so they appeared to be black textures. I had to almost remake the lifts to fix this bug. There were a few

BSP holes in this map that I fixed as well. I had to move a few brushes around to get rid of a big BSP hole in the center

tower window. The lift speeds were changed, and sounds were added to them. Before, they moved very slow, which in return,

slowed down game play. There were many corners and parts of the original map that were not lit up at all, making it very

Difficult to see. They now have some light so you can see. I added a mega health to the water hole in the lower floor, to

make a better reason to jump down there. The bot navigation on the original map was pretty bad... They wouldn't use any

of the lifts, and could not get from one floor to the other without starting out there. The bots will now explorer the

entire map very well, and will go to the towers often to get the Eight ball Guns. The game play in the conversion is MUCH

better than the original ever was, and the bots are much more fun to play.

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Map: DMU-Recoil

By: Martin Beusker aka ReGressor

Player load: 4-16

Music: Firebr.umx

Changes Made to the UT version: The bots will now use all the lifts properly, they won't get stuck, they visit every room,

and they will impact jump to get a few powerups. I added a mega health on top of one of the windowsills. I changed around

the secret elevator that leads to the Udamage in order to get the bots to go up there. The bots will now get the secret

with no problems, and will even race to get there when the Udamage reappears.

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List of New Music Used:

Track Name: A43-spri.umx

Artist: Aqualife

Track Name: Abearcal.umx

Artist: Tommi Arrela

Track Name: Mass.umx

Artist: Morphine^RBI

Track Name: mdr_mtune.umx

Artist: MaDeRa

Track Name: UFOPIDT.umx

Artist: Chronic

Track Name: Point.umx

Artist: Necros

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How to install:

Unzip all the files that end in .unr to the Unreal Tournament Maps folder.

Unzip all the files that end in .utx to the Unreal Tournament Textures folder.

Unzip all the files that end in .umx to the Unreal Tournament Music Folder.

That's it, The maps will now appear on the bottom of the DM map list in UT!

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Other Information:

I had a lot of fun converting these maps. I will probably eventually release a UT Classic Map Pack 3.

Visit my web page here Http://l_hunter8.tripod.com/ to see my own maps for UT, or to see possible news on UT Classic

Map Pack 3. That web page is also a review site for Unreal SP maps.

Have fun!

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