New maps from UTzone

Share interesting stuff you have found or created yourself.
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sektor2111
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Re: New maps from UTzone

Post by sektor2111 »

Thanks, EG, I'll take care of it...
Explanations
It's not like it's ready...
See a random brush (right at opening map in viewport )- it's really aligned at grid...

Code: Select all

    Location=(X=-446.388916,Y=-322.147949,Z=-136.000000)
surfaces simulating lights for these lamp-cubes are like cadavers...

Paths ? Nah... not like this in 2020.
Lol_Paths.PNG
AlternatePath almost masking a PathNode - What for ?
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OjitroC
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Re: New maps from UTzone

Post by OjitroC »

sektor2111 wrote: Sun Nov 29, 2020 10:10 am surfaces simulating lights for these lamp-cubes are like cadavers...
Yes, that looks a bit odd but overall the mapper is trying to illuminate each base with subdued 'red' or blue lighting - perhaps the most remarkable feature of an otherwise unremarkable but OK map. It's cetainly not as interesting as the larger and more complex maps from which small parts have been combined here.
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sektor2111
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Posts: 6410
Joined: Sun May 09, 2010 6:15 pm
Location: On the roof.

Re: New maps from UTzone

Post by sektor2111 »

Lightning is not a good looking thing here, map has more PlayerStart actors in one team, then...
A few AlternatePaths are not having any purpose placed like that - shortest road is shortest road. For a small "How To" speech regarding to AlternatePaths usage here is something for dummies...
https://hofgamingclan.com/forums/viewto ... 3576#p3575
You can forget what you read or... if you read about placing them at cross-roads - things are not working that way...

Doesn't matter... I have a good Edit right now, Lights, Paths, Balance.
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