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Scoreboards | Glass Walkway | Speed Tube | Screenshot for your map | Kickers
Scoreboards in UT
For those of you using UED 2 and having the same problem with scoreboards, here's what I had to do:

  • Open up DM-Morpheus in UED 2.
  • Copy (ctrl-c) the Font field in the ScrollingMessageTexture Properties (the actor is a griffin's head, and should be found close to the actual scoreboard in 3D view). The stuff that you copy should read something like this: "Font 'Scripted.CondemnedFont'" without the quotation marks.
  • Close DM-Morpheus, and open up your own map. Go into your Actor Browser and add a ScrollingMessageTexture actor to your map. In the Properties, paste the stuff into ScrollingMessageTexture>Font.
  • Follow the rest of the steps for making a scoreboard: open up the Texture Browser, and select the Scripted.utx package. Select MessageScroll3. Use this in the following field: ClientScriptedTexture>ScriptedTexture
  • Choose font color, and choose 150 pixels per second (or whatever you like).
  • Change bCaps=True, if you like (most maps do).
  • Scroll width = 1000 (you can increment in 1000's, but what that does is delay how often the message scrolls by).
  • Now select the surface where the actual scoreboard will appear (ideally you want this surface to be 256 x 32, but if you make the surface larger then just apply a larger scale to the texture.
  • The texture for the selected surface will be Scripted.MessageScroll3, unlit, and you may have to Flip U if you notice that the message is scrolling backwards.
  • The scrolling message is up to you. In Morpheus, it's the following: %lp leads the match with %lf frags... I have no idea what other variables may be, so you can use %lp and %lf for now. :-)
  • Ypos=1, I have no idea what it does, but you might as well type that in too.
Thanks to: ehspet and Sam Fear

Scoreboards | Glass Walkway | Speed Tube | Screenshot for your map | Kickers
Glass Walkway
There are many ways to make glass.

One way is to build a regular, solid brush, choose a glass texture, and then click "Add". Select all surfaces, and make them translucent and two-sided. The only problem is, you have to make sure that none of the surfaces come in contact with anything else (otherwise you get the infamous "hall-of-mirrors" effect). So, you have to change the grid size of your UED interface to 1 (default = 16), and build a brush that is one unit less (on each side) than the surrounding architecture. If you have a window opening that is 128 x 128, you'll want to build the glass to be 126 x 126. The advantage is that you will have a solid window that will stop bullets (a regular sheet will not stop bullets, under any circumstances). The disadvantage is that when a player is up close, he or she can see the 1-unit gap.

So here is another way to make glass. In DM-Liandri, there are two glass walkways next to the shield belt and teleporter. Even up close, you cannot see any gaps between the glass and the surrounding rectangular brushes. What you are seeing is a sheet (glass texture, two-sided, translucent). What you don't see is the invisible collision hull (ICH) that is underneath the sheet (but not touching any surfaces). You probably can see where I'm going with this. Let's go back to my window example.

I have a window opening that is 128 by 128, so I will make a regular sheet, dimensions 128 x 128, select 'Coret_FX.Glass.SpecGlass' (there are many glass textures in UT, so you can explore at your leisure) and two-sided, translucent. Usually, sheet brushes are horizontal by default, so you'll have to change the orientation to X-Axis or Y-axis. Add this sheet brush to cover the window opening. Change grid size to 1 (this is a drop-down menu on the bottom of the UED2 interface.)

Right-click on the "cube" button, and set the dimensions to height 126, thickness 2, and width 126. Position this brush to be 1 unit behind the glass sheet, and not touching any surfaces of the window opening.

Instead of clicking the "Add" button, you will click the "Add Special" button. Select "invisible collision hull" from the drop-down menu. Two things that will be checked are "invisible" and "semi-solid". Now click OK.

The brush you've just created should be pink when you highlight it. Subtracted brushes are yellow, added brushes are blue, and zone portals are green.

Click "build geometry" and then "build lighting", save, and play-test. You should have a visible glass texture that covers the whole window opening, and it will appear to stop bullets.

In my DM-Gozers map, I originally built metal railings (vertical bars every 16 units) for my overhead walkway. They looked great, but my polys and nodes were getting high. I replaced the railings with one sheet of glass and ICH (and three simple bars, one on the top and one on each side of the glass), and there was a noticeable drop in polys and nodes. As a bonus, snipers can crouch behind the glass partition for some cover.

Glass, when used in moderation, can go a long way to making your map prettier. If you're interested in making glass windows that explode on impact, check out the following online tutorial:

Exploding Glass Tutorial

Thanks to: NoReMoRsE

Scoreboards | Glass Walkway | Speed Tube | Screenshot for your map | Kickers
Speed tube like the one in CTF-HallofGiants
This tutorial assumes that you already have basic knowledge of how zones work, and how to place zone portals.
Note: This is a supplement to the online tutorial available at:

UED LAB

Please read the online tutorial first, and try it out on your map. Then read the following notes:

  • ZoneInfo Properties > ZoneInfo > ZoneVelocity
    The velocity you set will depend on how long the tube is. While you don't want players to be in the tube all day, you don't want them in there for a millisecond either. Start by changing the velocity in increments of 1000. As you tweak, you can go down to increments of, say, 250. Even if the tube is lying flat on the ground, I like to put a tiny bit of Z-velocity in there, say, +10, so that the player is flying above the bottom surface of the tube. (This is in addition to setting zone gravity to +250.) This takes a lot of trial-and-error to get the right velocity. Also bear in mind that the player is going to come out of the tube at that speed! CTF-HallofGiants solves that problem by shooting the player up into the sky, at low gravity. If you're not going to have a vertical tube, plan your map accordingly for the player's exit speed. Faceless' DM-Edge][ solves that problem by having teleporters (that teleport you to the tube) instead of the actual tube, so the when the player comes out there's no exit speed. But that's another tutorial.
  • ZoneInfo > bWaterZone = True
    I tried to make my tube without the water zone, but then you could hear your (rapid) footsteps as you shot through the tube. By making it a water zone, I avoided the sound of footsteps. The trade-off: you get a noticeable water-splash sprite when you exit the tube (you would have to turn around quickly to see it, or enter the tube backwards). The next step is to set ZoneFluidFriction to a negative number, say, -2.
  • ZoneInfo > EntrySound and ExitSound
    In order to remove the water-splash sound, you have to put something in these two fields. For starters, you can use 'Addon1.DliftS2' for entry and 'Addon1.Dlift2E2' for exit. Explore the Sound Browser to find your own unique sounds.
  • Texture of the inside of the tube
    If you build an 8-sided cylinder, you're going to have to do some tight camera maneuvering in order to align all those textures. I would choose a non-symmetrical, non-tiling texture first, then do the proper alignment, then select the texture that the online tutorial recommends. If you start with 'GenFX.SpaceY' you'll find it a bit difficult to align the textures. Once you have the proper alignment, then you can fool around with TexUPanSpeed and/or TexVPanSpeed in ZoneLight.
  • Entry of the tube
    After I built my tube, I was still getting water splash sounds. For some reason, if I made contact with the edges of the tube, I got the water sound and not my chosen entry sound. So what I recommend is to build a platform or stairway to cover the bottom portion of the tube's entry. Let's say the cylindrical tube has a radius of 64, I would want to cover up at least the bottom 32 units. This way the player will enter the middle of the tube, not touching any edges. Then you'll get the desired entry/exit sounds. I opened up CTF-HallofGiants and noticed that the mapper did cover the bottom of the tube's entry.
  • Building two tubes
    Each tube is a one-way deal (Faceless solved this problem in DM-Edge][. He rules the UT mapping world). If you try to enter via the tube's exit, you'll be bounced back. Keep this in mind as you build the rest of your map. Do you need to have two side by side, in opposite directions? Or are you going to build the second one somewhere else?
  • Final comments
    Reviewers, for the most part, aren't that impressed with 'gimmicks'. Truly hardcore maps like DM-Tempest don't need speed tubes or teleporters in order to have good game flow. (I don't think Tempest has doors either!) If you're going through all this effort to build a speed tube, make sure you have a good reason for its existence.
Thanks to: UED Resource Lab

Scoreboards | Glass Walkway | Speed Tube | Screenshot for your map | Kickers
Putting a screenshot in your map
NOTE: You will need some sort of graphics software, I use Photoshop.

  • Start up UT, set Player Options > Spectator
  • Open up your map, start a practice session with 0 bots.
  • Fly around the map, hitting the 'F9'key when you see a cool shot.
  • Quit UT. Unless you're running 256 MB RAM, in which case you can leave it on.
  • Go to C:\UnrealTournament\System\
  • Open up the shots (they're called Shot0000.bmp, etc) in Photoshop. Pick the one you like best.
  • Using the square lassoo button, select an approximately square sized chunk (let's say it's 600 x 600 pixels).
  • In the menu bar at the top of Photoshop, change the Image Mode to 'Indexed Color.'
  • Then, Image size > you change it to 256 x 256 pixels (remember to un-check 'Constrain Proportions')
  • Now save it as a 256-color bitmap file, and put it in the C:\UnrealTournament\Textures\ folder.
  • Open up UED.
  • Under View > Level Properties > Screenshot, click the "..." button.
  • The Texture Browser window opens up, and click File > Import.
  • Import the bitmap, rename the Package to MyLevel, group = none, and filename is 'screenshot' without the quotes.
  • Under Level Properties > Screenshot, click "Use". You should see MyLevel.screenshot now.
  • Save the level, quit UED. Open up the map in UT and try it out.
Fight spam

Scoreboards | Glass Walkway | Speed Tube | Screenshot for your map | Kickers
Kickers (supplement)
This tutorial assumes you have a basic knowledge about Triggers, LiftExits and LiftCenters.

Note: This is a supplement to the online tutorial available at:
Level Designer.com

  • Kickers are a great way to increase the game pace of your level, and to cover some distance in a really large map. Examples of kickers (also referred to as jump pads) can be found in DM-LongestYard][, DM-Prong][ and DM-Edge][ (all available at Nali City).
  • In the Actor Class Browser, go to Actor > Triggers > Kicker. You will also need two LiftExits and one LiftCenter (these can be found under Actor > Navigation Point > . . .). If you want a sound to go with that, you will need a Trigger and a SpecialEvent (both of these are found under the Triggers sub-class).
  • Warning: Be prepared to play-test the kicker a lot. If you want the kicker for a specific reason, such as getting to a goodie on a high ledge, you'll have to build-save-play each time you adjust a component of the kicker velocity. As a starting point, use X and Y components at a 1-to-1 ratio. For example, if you want to kick the player 384 units to the left, use minus-384 in the X or Y component (I can't remember which). For the Z component, the player will be fighting gravity, so use a 1.5 ratio. For my map AfterDark, I used a Z-component of 1500 to move the player up 1024 units. You probably won't get the velocity right in your first try. Change the components in increments of 100, and then smaller increments to be more precise.
  • Kicker Properties:
    BKillVelocity = True. In theory, this should kill the player's velocity when he or she makes contact with the kicker. However, there is still an "air control" component in the game (unless the server has disabled that). So players will still be able to maneuver a bit while being thrown into the air. If your level is low-gravity, or the player is wearing jump boots at the time, there will be even more variance in arrival spot.

    BRandomize = False. If you set this to true, then that means you don't have a specific purpose for the kicker. Setting this to false means that the player will land in the same spot every time.

    KickedClasses = Pawn. Everyone can use the kicker. Try experimenting with this, maybe it would be fun to have a kicker only for the bots!

    KickVelocity (X,Y,Z). This is the meat of the operation. Here are some tips I learned while putting kickers in my map:

    Bots are not cooperative when it comes to kickers. If you set only a Z-component to KickVelocity, then they'll simply jump up and down all day (or until they see an opponent). If you don't set a large enough X and/or Y-component, then the bots will jump up, land, and jump back down onto the kicker (until they see an opponent). DM-Prong][ avoids this problem by kicking the bot clear across the map. However, you can see some endless-looping in DM-TitansArena.

    Let's say you want the kicker to kick the player really high. If for some reason the player misses the landing spot, he or she will probably leave a crater. Even at 1024 units, the player will sustain some damage in the fall. Keep this in mind as you plan your map. You might decide to decrease the zone gravity to compensate for the higher altitudes, but then you'll have to re-adjust the KickVelocity components. Plan ahead! For an example of kickers in low gravity, check out DM-SpaceNoxx.

    The Kicker and the Trigger for the SpecialEvent (sound effect) should be placed right next to each other (as close as possible!). If not, then sometimes the player will activate the Kicker and not the sound effect (silent jump), or vice versa (sound goes off but the player doesn't get kicked).

    You should definitely adjust the CollisionHeight and CollisionRadius. The Height should be decreased, and the Radius should be increased (assuming you're using a 128 x 128 texture for the jump pad decoration).

    Although I didn't do it in my map, I think that the architecture of the floor should reflect the direction of the kick. In DM-LongestYard][, there are slightly angled ramps to guide the player in the correct direction. Otherwise, it can be disorienting to accidentally run over a perfectly horizontal jump pad and be kicked backwards and up.

    Bribe the bots. This applies to other aspects of mapping, but make sure there's a reason for the bot to seek the kicker. Bots will always be attracted to Health Vials (unless they're already at 199 health). Bots really like rocket launchers, shock rifles, damage amplifier, and the shield belt.
  • Conclusion:
    Kickers are higher maintenance than lifts or stairs. The more pre-planning you do, the easier it will be to implement. For numerous examples of kickers, check out "that other first-person shooter." Kickers help patch up connectivity problems in your map but should be used sparingly.
Special Thanks to: Sam Sutton [mambo@planetunreal.com]

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Scoreboard

Glass Walkway

Speed Tube

Level Properties

Kickers

Tutorials Index

Scoreboards

Glass Walkway

Speed Tube

Screenshot for your map

Kickers

Dispatchers

Pressure Zone

Latest UT map:

Download CasaLoma at Nali City

or Download at Unreal Playground


CTF-AusUT_Deagle

Download CTF-AusUT_Deagle


Map used in my Dispatcher tutorial:

Download DM-Moonraker

Review DM-Moonraker

AKA DM-LeCook


Other map(s):

DM-ABC-Peanuts