Lets make a community mappack

General Announcements about Unreal Tournament and UT99.org

Making a community mappack?

Yes, good idea! I'll help
38
93%
Nah too much work
0
No votes
I don't like UT99 much but making one should be fun
0
No votes
I don't really care
2
5%
What does it pay?
1
2%
 
Total votes: 41

User avatar
Shade
Site Admin
Posts: 1480
Joined: Sun Jan 27, 2008 12:03 pm
Personal rank: Founder of UT99.org
Location: Germany
Contact:

Re: Lets make a community mappack

Post by Shade »

I dont think so... or does anybody want it?
UT99.org Discord Server: https://discord.gg/6CP2UjZ
UT Server Browser: https://ut99.org/servers
User avatar
Dare
Inhuman
Posts: 899
Joined: Tue Feb 05, 2008 4:26 pm
Personal rank: UT99 God
Location: England FTW
Contact:

Re: Lets make a community mappack

Post by Dare »

I think you shouldn't have the tag at the begining but have it at the end like clanbase does, like having CTF-mapofdoom<Tag>.
Image
Image
Myth
Inhuman
Posts: 988
Joined: Tue Feb 12, 2008 5:57 pm
Personal rank: Low Poly Freak

Re: Lets make a community mappack

Post by Myth »

But I hate tags...
User avatar
--=PsyXandeR=--
Inhuman
Posts: 945
Joined: Sun Jan 27, 2008 5:25 pm
Personal rank: BANANAS
Location: Unknown?

Re: Lets make a community mappack

Post by --=PsyXandeR=-- »

I think it better to be something like DM-LOL-Blabla , it will keep all the maps concentrated in one part of a maplist, so users won't have to look for them, LOL.

...or just forget about it.
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Lets make a community mappack

Post by Feralidragon »

Myth wrote:But I hate tags...
Me too...
Myth
Inhuman
Posts: 988
Joined: Tue Feb 12, 2008 5:57 pm
Personal rank: Low Poly Freak

Re: Lets make a community mappack

Post by Myth »

Well, I can live with tags... It's Shade's decision anyway.
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Lets make a community mappack

Post by Feralidragon »

Some more screens (the eyes are connected, so you can travel between the with your RX/NX):

Image
Image
Image
Image
Myth
Inhuman
Posts: 988
Joined: Tue Feb 12, 2008 5:57 pm
Personal rank: Low Poly Freak

Re: Lets make a community mappack

Post by Myth »

Hmmm, looks better.
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Lets make a community mappack

Post by Feralidragon »

Myth wrote:@Shade:
Yes, I got mine finished.
My maps are:

DM-6th.unr | 'Warping to the 6th dimension' | 3-6 players | around 2.3 MB
DM-CorruptionD.unr | 'Dark Corruption' | 2-4 players | around 2.2 MB
+ 1 file swJumpad.u | around 0.05 MB

Are we going to submit maps to you?


@editor Dave:
Well, once a semisolid caused me some errors.
You should try my universal BSP/HOM fixing formula. :tongue:
(well maybe it's known by others, but I learnt this myself)

Create a backup-copy of the map. (seriously, this is important)

Set all decoration or higher poly stuff to semi-solid.
Set all insignificant, far-away decoration to non-solid
Set all walls, big but low poly, and well aligned brushes to solid.
Leave all subtractive stuff as they are.

Select all subtractive brushes, right-click order to last
Select all solid brushes, right-click order to last
Select all semi-solid brushes, right-click order to last
Select all non-solid brushes, right-click order to last

Finally rebuild.
Fix all geometry changes. By ordering subtracting brushes to be last.
Again, rebuild. And test it if it works.
For me this always helped and fixed almost anything.
Hope this works for you too.

[whisper]
it seems that uplaground is offline, (maybe cus someone forgot to pay for the server)
this means that there should be an unusual population boom around here,
that means that 1k members is closing in faster than ever, so we should hurry, lol
[/whisper]
Well, thanks about that info, it solved my most terrible HOMs in the warp zones, and now I have in my map:
1 annoying BSP Hole;
0 HOMs;
some geometry insignificant errors...


@editor Dave: FOUND YOUR PROBLEM, but it's up to you to solve it, because it consists to modify your map a little:
Unreal Wiki wrote: High node counts require more processing power (to render them all at once) and so can cause your map to play slowly on your machine, and could make it next to unplayable on a lower powered PC, especially if you have any special effects in there like snow or fog.

Semisolid brushes help drastically reduce the node count of a level – but overuse is also a bad idea. The node count in any one area can also be reduced by proper Zoning of your map.

UnrealEd apparently cannot handle more than 65536 BSP nodes. Even if it takes 30 minutes alone to apply all structural brushes to the world, it will crash while handling lights.
Source: http://wiki.beyondunreal.com/Legacy:Node_Count
Read this to understand it better, even for future mapping. Good luck :tu:
User avatar
editor Dave
Inhuman
Posts: 904
Joined: Mon Mar 10, 2008 6:40 pm
Personal rank: Passionate SP Mapper
Location: Germany/Bavaria
Contact:

Re: Lets make a community mappack

Post by editor Dave »

I knew that before, otherwise I would rebuilt the "Optimizing Geometry" better :tongue:
Applying the brushes needs 10 minutes, only Build All takes more than 30 minutes ;)
When I change the light colour I can play the map in the Lighting mode...
I will use Myth's trick and I then I will see if I can give my map to the mappack.

P.S. I like your map :D
Image
10-Year Anniversary on Jun 08, 2019.
User avatar
Feralidragon
Godlike
Posts: 5489
Joined: Wed Feb 27, 2008 6:24 pm
Personal rank: Work In Progress
Location: Liandri

Re: Lets make a community mappack

Post by Feralidragon »

editor Dave wrote:I knew that before, otherwise I would rebuilt the "Optimizing Geometry" better :tongue:
Applying the brushes needs 10 minutes, only Build All takes more than 30 minutes ;)
When I change the light colour I can play the map in the Lighting mode...
I will use Myth's trick and I then I will see if I can give my map to the mappack.

P.S. I like your map :D
Thanks :D

But, another thing that I knew today was the node count ratio, and it must be 2:1 max (3:1 stays cool, but still can give you a lot of errors). I don't know your map ratio (I never saw that in your map, mine is 2.95:1, and I have to lower it, but this ratio is due to my big complex solid bases, that must be that way).

But another thing that lowers node count (and node ratio too consequently), is zoning properlly the map (a thing I will do today). But not big portal zones dividing the map in half, for example, but little ones at some doorways and stuff, and in outdoor (like yours), try to zone it to like 4 different zones or so. Big zones generally have a lot of stuff (like in a outdoor), that's why they must be zoned properlly to reduce node count and rise the map performance.

And this all that I learned about node count and BSP today.
User avatar
Shade
Site Admin
Posts: 1480
Joined: Sun Jan 27, 2008 12:03 pm
Personal rank: Founder of UT99.org
Location: Germany
Contact:

Re: Lets make a community mappack

Post by Shade »

Everyone, whose map is finished, can already send me his map via PM (as Link, as Attachment) !
UT99.org Discord Server: https://discord.gg/6CP2UjZ
UT Server Browser: https://ut99.org/servers
Anderson
Average
Posts: 41
Joined: Mon Apr 28, 2008 10:57 pm

Re: Lets make a community mappack

Post by Anderson »

when is the deadline exactly for this? cause im currently still working on my map...im not sure if i should leave it as small as it is, even if its an arena map, im thinking over possibly making a ctf out of it, and this area would be the flag base...heres where im at...its brighter in game :)
Attachments
ss2b.JPG
ss2a.JPG
ss1b.JPG
ss1a.JPG
User avatar
--=PsyXandeR=--
Inhuman
Posts: 945
Joined: Sun Jan 27, 2008 5:25 pm
Personal rank: BANANAS
Location: Unknown?

Re: Lets make a community mappack

Post by --=PsyXandeR=-- »

@Shade - did you give my map a shot? Does it work on your end?
@anderson - hey that looks cool. Perhaps I think your currect theme could be a little bit better, try adding windows rocks and sky, or even caves. :tongue:
User avatar
Shade
Site Admin
Posts: 1480
Joined: Sun Jan 27, 2008 12:03 pm
Personal rank: Founder of UT99.org
Location: Germany
Contact:

Re: Lets make a community mappack

Post by Shade »

@Alex: I like it, but after 1-2 minutes you die all the time because the respawntime of the weapons is too long. Its a little map, so it must be possible to get a weapon in the first seconds after respawning. And maybe it would be funnier if you place a udam on the middle. 8)
UT99.org Discord Server: https://discord.gg/6CP2UjZ
UT Server Browser: https://ut99.org/servers
Post Reply