Purely architectural maps?

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Re: Purely architectural maps?

Postby Creavion » Sat Aug 04, 2012 7:35 pm

papercoffee wrote:
Dr.Flay wrote:yeah, OK you can stop staring at me now.

:shock: ...can't

Pervert...
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Re: Purely architectural maps?

Postby unknownmapper » Sat Aug 04, 2012 8:53 pm

Thanks for the replies.

I tried to get the UT SDK working a while ago but I couldn't make heads nor tails of the installation instructions, it didn't seem to do anything at all.

I did download the community map pack and the work put into it is undeniably impressive, especially the remake of Morbias. That sort of talent is why I chose to look to UT rather than Unreal for help, since frankly I didn't expect there to still be a community for Unreal, I assumed everyone jumped ship to UT what... 12 years ago? However the extra bells and whistles of the 227 Unreal editor really seem hard to pass up and I suppose what I have in mind is really more of a single 'player' experience. Ho hum.
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Re: Purely architectural maps?

Postby Creavion » Sat Aug 04, 2012 9:26 pm

Well, some people would still vote 226 for president. Indeed the Unreal community has some *put any fitting description here^^* users.
regarding the 227 patch: The "engine update" part of that patch pretty much failed within the communty, since the more skilled unreal modders take good care to make their work compatible with UT.. yearh yearh (while other users are simply overextended with the features). Anyway: Overall each side is sure their game is the best and only one.
The UT SDK however ... well it`s development is right now very slowly, since Shadow works for papers Food Fight mod.
But no matter what you take, I dont think any of these ones will establish within the rather small modding community. It could take years until enough players and more importantly modders would take notice of it to use it and finally to release something with it. I think until then even I am gone ... the older the game gets the slower the modding proceeds.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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Re: Purely architectural maps?

Postby unknownmapper » Sat Aug 04, 2012 11:50 pm

Incidentally, DM-KVARTAL is really impressive, if a little over-ambitious for what can be done in a single map. How did he do that auto-cutaway thing in the apartment? Seems like something like that could be used to simulate a CCTV monitor, like the old Duke Nukem 3D ones. Hmmm, ideas.
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Re: Purely architectural maps?

Postby Dr.Flay » Sun Aug 05, 2012 2:45 am

It has been pointed out a few times there are major differences between the 2 projects.
1) In simple terms, the 227 patch/update is a re-build of the Unreal engine, and the SDK is a suite of tools you can add to UEd and UT.
2) The 227 patch is "finished" and the SDK is still beta.

Both require a user to update, and is no different than having to update an old UT to GOTY standard with the Bonuspacks etc.
As long as any map using either system, clearly states "you need this" I have never had an issue (unless the required file is no longer available)
Both require maps to be made to see, what all the fuss is about (Though the old pre-SDK mutator can give you a taste of instant shiny).
http://www.moddb.com/mods/utcommunitysd ... ip-version

I am aware a few others have got lost with installing the SDK, though usually because they did not read the file "Setup.pdf"
The files all go into the respective UT folders and not in it's own folder, then add/edit the 6 or 7 ini entries.
Now when you open UEd, you will have a whole lot of new toys to play with :D

There are some similarities in the things you can achieve with either, but the UT market is bigger, so it depends on your objective.
Unreal is after-all a lonely Single Player experience. :sad2:
Whereas UT is all about meeting new friends... and killing them as humiliatingly as possible (that's where Food Fight comes in). :loool:

I don't know what you mean by KVARTAL being over-ambitious. You may think my personal version is way over the top then :mrgreen:
I have vehicles so the long walks around the block are a breeze, and should you go into the woodland the rock-titans will get you.
and I always play it with the Zombies v5 mutator (same as Creavions jungle maps, though the zombies make you more paranoid in the jungle!).
Actualy playing DM-KVARTAL as a "DarkMatch" with flash-lights and zombies would be awesome!
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Re: Purely architectural maps?

Postby unknownmapper » Mon Aug 06, 2012 2:16 am

Dr.Flay wrote:I don't know what you mean by KVARTAL being over-ambitious.


I just meant there were a few design decisions that hampered the performance of the map a bit. Choosing to set it during the day for instance, rather than at night with dark blue zone lighting and smaller radius sourced lights. It's still a really impressive piece of work.

I have to say I'm really enjoying monkeying with the convert to static mesh function in 227, it allows for some fun stuff.

Image

I know the lighting on them is bad, but I'm sure it can be tinkered with.

I'll leave it alone if 227 stuff is verboten here.
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Re: Purely architectural maps?

Postby FraGnBraG » Mon Aug 06, 2012 4:18 am

very nice - that's a helluva lot of meshies in view! I rather like your design-sense - it's right up there, imo :) so even considering constraints you might have in multi-player, i'm sure your project will be a visual treat. please think about the render and gameplay situations for whatever gametype you choose...
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Re: Purely architectural maps?

Postby Dr.Flay » Mon Aug 06, 2012 6:20 am

Ah yes I see what you mean.
Indeed, I believe the lighting got the most biggest criticism.
Like I say, I'd love to play it as a night map, as others also did, but we'll have to make-do with the "Dark-match" mutator.
The birds flying past in the torch-lights would be confusing :tongue:
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Re: Purely architectural maps?

Postby unknownmapper » Wed Aug 08, 2012 2:39 am

Although not quite on topic I thought I'd keep my Unrealed questions to this thread, rather than clog up the forum every time I'm stumped by something. Hope that's alright.

I've been using HardPCM's sketchup plugin to import static meshes, but I can't figure out how to do so complete with textures/materials attached, which diminishes it's usefulness a bit. I can't import sketchup models as BSP brushes to skin them that way either. So far the only use I've found for it is making 'illuminated' signs from 3D text, which is pleasant but it could be so much more versatile.

Image
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Re: Purely architectural maps?

Postby Ozma777 » Wed Aug 08, 2012 7:08 am

I got a couple of maps I made parts of just as an exercise in creativity and they worked so well I ended up making maps with the tests.

http://www.map-factory.org/unreal-tourn ... bl-v3-3915

This one was a huge terrain with alien plants, and also a gigantic space sky originally.
That worked so well that I made the start tower and put flags in the core and made a map out of it. Only things strange are the teleporters in the flag viewing room go to the arena... I spent 13 solid hours making the (soon to be) arena so I had to put it in somewhere. The entrance to the map is behind the last mover that you ride down just before the teleporters become visible. And in the end mountain thing (which I made first) the exit teleporter will NOT show up for some reason so when you enter that area (facing the stairs) behind you is where you teleported in and further behind and in the back right corner is the invisible teleporter on the top of the terrain that leads out to the end of the map.

The other map I made as just a test was...

http://www.map-factory.org/unreal-tourn ... ss-v2-3916

I woke up from a dream in which I was mapping....and I had this really complex pillar in my head with 5 sided blocks around the base and beveled 2d sections all the way through. So what I did was I spent about an hour making this complex pillar by adding adding adding adding adding and a few subtracts, and then I put a cube around the whole thing and intersected the whole mess (after rebuilding geometry of course). The dream had the two teams (its a BT map) coming at each other and dodging on those pillars at the final room. so I made a warpzoned window linking the two end pillar rooms together, then since the pillars looked so cool and my add/subtract/intersect thing actually worked better than I thought... I then brush scaled the intersecting (red builder brush) (still with the pillar shape) and made a gigantic subtract out of it right on top of the end room... So then start room looking into endroom endrooms look into each other through warpzones. And I also wanted some tricky sky stuff, so I did an outside room and added a multiskyzone in each teams outside room so that red teams sky is blue teams outside and blue teams sky is red teams outside.
Only unfortunate thing about this map is that I built each section in a complete different editor and then copy/pasted into the main so the MYLEVEL textures cannot be viewed (unfortunate because I custom made a lot of them). Also some people report a wot(something).utx error so back up your WOT(textures) before unzip or pay attention to the file replace dialog. I tried to fix this but the mismatch version was the only one I had (I didn't know it was mismatch) and it is somehow locked into one of the custom textures in mylevel so it cant be changed.
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Re: Purely architectural maps?

Postby unknownmapper » Wed Aug 08, 2012 7:54 pm

Thanks for the reply, I'll check those out.

In the mean time: WOW!

I can't believe this was uploaded in 2007, how did he manage to make this? Something like that would be indescribably useful for the sort of thing I'm making at the moment.
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Re: Purely architectural maps?

Postby FraGnBraG » Wed Aug 08, 2012 8:23 pm

holy halflife batman :rock: those panels (the whole deal with all the triggering) would be really useful in my own SP project... but that is currently ut99
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Re: Purely architectural maps?

Postby unknownmapper » Fri Aug 10, 2012 5:25 pm

Here's some more screens, just for chuckles. The difference a bit of texturing makes...
http://minus.com/lFbpf765XoOF8
http://minus.com/lFJE1PafOJ7ku

Popcorn!
http://minus.com/ln90viwyvrv6Z

I'm at the point now where I can't really do much more without knowing how to make static meshes better, so I guess that's next.

I'm considering buying Duke Nukem Forever just to see if I can pillage some of its textures :twisted:
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Re: Purely architectural maps?

Postby Creavion » Fri Aug 10, 2012 5:33 pm

Nein, es ist hier nicht verboten (oh gott, those single german words mixed with the english language are so horrible ..., only "Kindergarten" is worse).
No, it is not forbidden here, of course not. However nobody here could play such maps or check them out. This only provides for frustration and incomprehension ...
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
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Re: Purely architectural maps?

Postby Dr.Flay » Sat Aug 25, 2012 12:39 pm

These would be great environments for Machinema.
Oddly these are the opposite to the gallery maps I am looking for. They are an exercise in making a low-polly environment look great.
GV9-Pano.jpg
Spoogers gallery

Your maps would be best used for SP games maybe ? hard to tell without testing.
After re-reading this thread I would like to point out there are exploding brush/decos in the collection "Industrial_Pack1.u" by William Islington Sherriff.
All the items in the picture ending with a "B" are a broken version of the parent model.
I have been having fun shooting the phone-boxes. You could easily use the lights with triggers and make the room go dark, or have a particle effect or lightning shoot out of a broken TV etc.
Industrial_Pack1.png
Industrial_objects1

http://unrealtournament.99.free.fr/utfi ... _Pack1.rar

Also there are a range of extra brush-builders you can put into UEd. From my site you can get;
Tarquin's various brush builders and tutorial,
Rahnem's Builder Brushes,
Dave's Platonic Solids Brushbuilder,
Daewon's Builders.
http://my.opera.com/Unreal-Tournament/b ... -resources
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