I’ve been playing with Tarquin’s extruder builder and it is fantastic. I’m far from mastering it, but I got down the basics after I developed a small workflow to build parallel curved brushes. I created a text file to save my ShapePoints and PathPoints. Then I replicated the PathPoints with different ShapePoints to produce perfectly aligned brushes (see attached prototype screenshot).
This got me thinking about larger workflow questions. I’m only just playing with UEd2.0 now (17 years after the fact), and trying to figure out an organizational process for mapmaking. I know some basic principles:
- Sketching the map layout
- Whiteboxing the layout*
- Adding ighting, actors, etc.*
- *Test, re-test, and then test again.
But I’m wondering about finer points along the process:
- To me it makes sense to branch prototyped map elements (brushes, etc) into separate .unr files and – once tested & confirmed – import/migrate those elements into the principle (I hesitate to use the word ‘final’) map.
- It also makes sense to me to set up work folders and a file/folder taxonomy to keep everything organized.
- I’m betting there are many more workflow optimization techniques.
I've searched for UT99 methodologies for the mapping process, I just haven’t found any documentation specific to UEd2.0 workflow.
It would be cool to aggregate workflow strategies into a checklist/cheat sheet.
Has this already been covered in a previous thread? Is it worth starting a ‘Mapping Workflow Pro-Tips’ thread? Would any pro mappers be willing to share their process?