"Fred" we call it, then! lol. (To be honest, in my UT folder, this map is called 'piss'. And it has many copies that goes like 'piss1', 'piss2')
I used the Mannequin to see if those wooden barriers are not taller than the actual player.
I also used one PlayerStart just to test things. This map is in earlier stages. As I said before, no lighting or nodes has been done yet.
As for the weapons, the map layout was from DM-IciclePyramid, then I added more rooms and became large (same with first map I posted a video about, it has 1900 brush and none of the rooms are decorated), so that's why the weapons are spaced out. on DMs, I rarely saw a map with 2x of the same weapon (Deck16 has two Flak Cannons).
I wanted that cave with the Redeemer on it to have a waterfall hiding it. I used a terrain to make it cave-like brush, now it has HOM because of morphing that terrain. Will add depth to the water soon.
I firstly wanted to be a DM map, because the layout I used was from another DM. But yeah, a domination map is great idea for this one, I can make a version of this map as DOM.
I thought using terrains would be a good idea because of how many vertices I have on a brush, but ended with a big mess that has HOM all over it.
Thanks! Maybe my maps are SP because I don't play too much online (there isn't many players online) and I played a lot of SP shooters (DooM, Quake, Unreal).
Are you the same Delacroix on the betaarchive? If so, you're a living legend! Documeting all those Unreal build that I never thought I'd see :p It's is one of the reason I became interested in the first generations of the Unreal Engine and UT.
That's why I'm learning to map and modelling and probably coding, and hopefully getting into the engine itself, to see how all this magic works!
Will definetly add you on discord!
Thank you, I only used the Ancient and ShaneChurch packages, using more than two will inconsistencies with the textures(I added some from Crypt2 on the elevator).
-It is a DM, as I said before, the one PlayetStart just to test things.
-I'm using v436 with the updated OpenGL renderer because UnrealEd 2.1 turns off the real-time editing everytime you start a map from the editor, but it has nice things like snap to grid, that's an awesome feature.
-hmmm..'AmmoSniper'. this is outside in the corner, that's where the sniper ammo is located. will check it out. and for the HOM, I believe morphing that terrain too much is what caused that to happen.
-I messed up in the teleporter, you're supposed to go down swimming inside a waterfall to get the warhead, then, it teleports somewhere else(inside the temple).
-The waterfall problem, maybe my version/renderer is different? (v436).
-For the lava section, I haven't planned the situation well. There's supposed to be a teleporter behind a secret wall to take you there, once there, the lava floor opens but closes after 5 seconds. this is intentional, because there will be another switch nearby to open it, so you can shoot the guy there from the windows if he thinks he's smart just to wait until everybody goes. lol
-The birds are also gigantic because they're close. as for sounds, I didn't mess with other things tbh except brushes, Other things are new to me and I gotta browse through sounds and Actors to know what I have to work with, as for the water, it needs a waterfall, I haven't a good one.
-It is large for DM, that's what I wanted it in the first place, and yes it makes a good DOM map, probably will make a version of it later. The map is circular (at least what I think) and items such as the shield belt is in the middle of the map, the damage amplifier is in the lava section...valuable items should either in a risky area or in the middle of the map.
10-The main section of the map is where the two floor area is. there's three way to get up to the second floor and if you wanna get down, it is not far, you won't get damage plus there's open areas to get you down. as for the weapons, they're not scattered very well, there's a lot of guns in the bottom area than the upper one(only rocket launcher and the razorjack). the outside area has the redeemer, when you jump and get it, there will be a teleporter to get you back to the main area.
There were supposed to be a rooftop kind of floor(where the 'U' is) but it is large enough already.
(I don't know if this is the right answer to you question...)
11-I thought about as and Idea to, let's say: you're behind somebody, he's going through the trap, right where the trap is a shield belt, instead of shooting him and make noise, you sneak up and press it
this is mainly why I did it, it needs to be fast enough so the player won't avoid it.
I had a stupid map, it was a factory like with convoyer belts and boxes moving around, and on the ceiling, I wanted breakable boxes to drop random items when they're shot. I didn't know how to do it, like how to spawn boxes with random items, I haven't touched a single line of code in UScript.
12-Will add a switch nearby soon.
-The waterfall texture is the one used in ArcaneTemple. i don't know if this helps.
-No ZoneInfo was added, will work on it soon.
Yeah, but it is good to point them out. I just wanted to see what people here thinks of the layout of the map, I thought it was unplayable.