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Old News:
2007
2006
2005
2004
2003
2002
2001

LCS·AVS online Resumé

See our Readme page for information regarding installing and playing our maps, and use of our custom content.





Red Orchestra

David's Maps:

Petros coming soon

Level Design:

Information & Tutorials


Tribes:Vengeance

David's Maps:

MP-Assassinate-DGSP
MP-Mercy-DGSP
MP-Truth-DGSP


Unreal II and XMP

David's Maps:

XMP-DG_Alaska

Level Design:

Meshes
Textures


Unreal Tournament

David's Maps:

DM-DG_Dyscus
DM-DG_Illusion
DM-DG_Io
DM-DG_Octagon
DM-DG_SkyScraper
DM-DG_Vapour

Jason's Maps:

DM-DG_Haunted
DM-DG_Ruins

Level Design:

Custom Scripts
Custom Sounds
Custom Textures



The Team

David R. Green
- mapper, mesher, audio/music,
- scripter, texturizer

Jason 'FRaK' Dudley - tester
See the map Readme for other testers


Contact

You can email us at
dgunreal@lilchips.com

 

DGUnreal Readme

We have spent a lot of time developing our maps, so please ask us permission before using any of the custom brushes, music, scripts, sounds, staticmeshes, textures, or other custom objects such as emitter and particle settings from our maps in your own works.
It is customary in the mapping community to give credit to the source of any custom resources that you use, so including us in the map's readme credits for any of our resources used is appreciated.



UNREAL TOURNAMENT MAP FILE NAMING CONVENTION

In the vast majority of cases, especially for Unreal Tournament 2003 and later, we have tried to keep all custom resources located directly in each individual map's MyLevel package, which is internal in the map file itself.  This removes the need to distribute additional package files along with each map, and results in a single file distributable.

In the case where additional package files are distributed along with a map, DGUnreal has adopted a common file naming system to make it easier to determine what package files belong to which of our maps.  This makes it easier when you are working with your UT folders.

All DGUnreal map file names begin with the standard UT Map GameType:
AS = Assault, BR = Bombing Run, CTF = Capture the Flag, DM = DeathMatch, DDOM = Double Domination, DOM = Domination, ONS = Onslaught, VCTF = Vehicle CTF.
This is followed by the text DG_ or DG- to differentiate our maps from everyone else.
And finally, the map name itself.
For example: DM-DG_Dyscus.unr or DM-DG-Waterfall.ut2

Note: this naming system may be slightly different for maps created for other games such as Tribes:Vengeance or Unreal 2:XMP, but similar naming systems are still implemented.


Any custom packages and readme files in the map distributable will have the same or similar file name as the map itself, with the appropriate file extension for the file type.
For example: DGDyscus.utx is the texture package for the map DM-DG_Dyscus.unr.
If multiple packages are included with the map, they have an additional three character suffix appended to the package name:

Package Unreal Tournament Unreal Tournament 2003/2004
Maps xx-DG-<map_name>.unr xx-DG-<map_name>.ut2
Music DG<map_name>Mus.umx DG<map_name>Mus.ogg
Scripts DG<map_name>Scr.u DG<map_name>Scr.u
Sounds DG<map_name>Snd.uax DG<map_name>Snd.uax
StaticMeshes na DG<map_name>Mesh.usx
Textures DG<map_name>Tex.utx DG<map_name>Tex.utx


Any large packages distributed for our custom GameTypes use the same naming conventions with the exception of our GameType as the prefix, eg: VDM-DG-FalloutIsland.ut2



UNREAL TOURNAMENT MAP INSTALLATION

You will require PKZip for Windows or WinZip to decompress any of the map files located on this web site.  Each distributable .zip file usually contains multiple files inside of it, the minimum of which will be a map and a readme text file.


Each .zip compressed package contains a .unr (UT) or .ut2 (UT2k4) map file,
copy this to the game's \Maps folder.

If a distributable includes a custom .umx (UT) or .ogg (UT2k4) music file,
copy this to the game's \Music folder.

If a distributable includes a custom .uax sound file,
copy this to the game's \Sounds folder.

If a distributable includes a custom .usx (UT2k4) staticmesh file,
copy this to the game's \StaticMeshes folder.

If a distributable includes a custom .u script or model file,
copy this to the game's \System folder.

If a distributable includes a custom .utx texture file,
copy this to the game's \Textures folder.

You may optionally copy any .doc or .txt documentation files to the game's \Help folder.
Be sure to view the readme file before playing the map for important information!



COPYRIGHT & LICENSE

All of the maps available on this web site are Copyright ©2001-2008 David R. Green and/or Jason Dudley and/or the DGUnreal Team, All Rights Reserved Worldwide.

You have a license to freely download and play the maps from this web site or place them onto a public or private game server.  These maps are for personal use only, you may not sell, lease or rent these maps, including bundling them with other maps in files or on disk or CD-ROM without permission; you may not place any of these files for download on any other web site without permission; you may not create derivative works based on these maps without permission; you may not use or modify any custom meshes, music, scripts, sounds, textures included with the maps or any of the other included files for your own works without permission; you must include all files in the original package whenever you distribute the file; you may not remove or modify any copyright information in any of the files.



0510.10 · 2879 page accesses · Copyright ©2008 David R. Green · All Rights Reserved.