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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.


Final versions of Custom Map Maker maps
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Postby maniacalmoose » Wed Oct 23, 2013 1:36 pm

Since the recent updates to both GTKRadiant and UrT I have been able to playtest my map with bots.... no crashes. Very cool. So, I finished the map and here it is: just change the .zip to .pk3 and place in your q3ut4 directory. It will list as Dogleg RC1. I plan no changes at this time, final version.

This is a fairly dense brawlers map. The action should always be fast paced and nearby. Support for FFA, TDM, CTF and Bomb (LMS, TS, etc) and the bots are not completely stupid. This is my first UrT map and its pretty simple but I expect it will be fun once a few humans figure some things out. Anyway, I hope you enjoy it. On to my next map.


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Re: ut4_dogleg

Postby pickles » Fri Oct 25, 2013 5:28 am

Not bad for a first map. There are a couple of issues but they are things you will learn as you make more maps. If you have any problems in the future join us on the irc channel, there are always people around willing to share their wisdom.

And welcome to cmm.

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Re: ut4_dogleg

Postby maniacalmoose » Sun Oct 27, 2013 2:35 am

thanks Pickles... I have been looking at some other peoples maps and see I have a lot to learn. I'll be seein you around the irc channel now that I know about it. :geek:

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Re: ut4_dogleg

Postby v3nd3tta » Tue Nov 05, 2013 7:11 am

oh wow this map reminds me of that one map TwentySeven did for 2.4 ;D
that map which introduced the sentrys :D
Nicely done, now try to (re-)build some structures you know (city layout - your city)
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Re: ut4_dogleg

Postby maniacalmoose » Sat Jan 04, 2014 5:08 pm

well, as predicted, I have had to revisit degleg for several issues that couldn't go unresolved.

-a minimap is in the pk3 now (use this minimap not the one UrT creates... its uh, complicated)
-location information has been added
-textures are less blocky and more uniformed
-lighting has been redone and source models added
-bridge covers look a lot better and they are slick
-shaded "outside" ramps with slick + nodamage (dont know if I like this) :/
-removed half of the teleporters

remaining issue involves step sounds on the clang metal and the shaded ramps. i'll be investigating this next.

thanks to Lt1 and BlackRayne studios for sharing Radiant ready models that I know had to take a long time to make. very nice.

xandaxs helped me understand how shaders are formed, I'd still be pulling my hair out without his help! thanks dude.

thanks a ton to the folks at Evil Nest (ev|BSV, etc) and LCDLC for putting my map in their rotation its great to see it played. :)

http://www.mediafire.com/download/6vo20 ... legRC2.pk3 is the media fire link to ut4_doglegRC2.pk3

try it out, lemme know whatchu think.


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Re: ut4_dogleg

Postby maniacalmoose » Wed Jan 08, 2014 3:59 am

Well I really screwed the pooch with the red spawn point half in a wall with RC2. :oops:

It was an easy fix but led to several other small fixes, most notably improved bot "pathing".

To everyone who spawned into a wall : 1000 apologies! I have FULLY tested this rebuild.

http://www.mediafire.com/download/43nu5 ... legRC3.pk3

Thanks to everyone who has helped me with this map! Especially by playing it, it makes it worth doing! :D


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Re: ut4_dogleg

Postby Iye » Wed Jan 08, 2014 12:22 pm

yay. now get kazoo/massi/lithip/someone.... update it on lcdlc unmaps. too lazy to download it.
but the boxy lightning/textures aside i was already totally convinced of the previous version. Plays very well with 2-8 Players.
Sorry for my bad spelling - I am still asleep. :)

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