Collab Mapping #01 Phase 1/3

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GenMoKai
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

option two.

We put a lot of time/ideas in it.i thought the evolve was good eough for this. I dont like when dave's or my ancient/cave part will be removed into a new map.cause it ws build for this one.i dont like DOM much but if thats the solution its fine with me then. Next time start a map in ancient style?
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

TWO
The direction my section is taking is a sci-fi industrial theme.
The blending of styles allows a map to be fresh, when you get tired of one theme, drop into another.
I thought that was the objective all along.
There's a map that does this [Theme Blending] http://www.mapraider.com/maps/?fileid=3047
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

My Story helps to understand why the map is how it is. Nothing is illogical.
=THE STORY=
Years ago Liandri corp. build this underground mine Factory and discovered someday an underground temple near the construction work. Without any regard they destroyed parts of this temple to follow up to build the factory... but some day, the factory was nearly finished, something happened ...The flambeaus of the dead temple were inflamed again... and one after one of the worker died.
Liandri decided to seal the unfinished factory and the curse inside ...The facility was half working but unused and abandon.

Till now.
Vote for option 2
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

papercoffee wrote:Nothing is illogical.
And all like the other facilities this one has also no use. Just a combination of rooms with different architecture. I could at least build - somewhere next week when my classtest wave is over - a toilet. :tongue:
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Ok, I think it's clear that option 2 wins then.
Big DOMINATION map. :D

Edit: ok, maybe other gametype can work aswell.

The next one can start as GenMoKai suggested.
Last edited by Myth on Tue Jun 01, 2010 12:54 pm, edited 1 time in total.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

BTW, if the map should be uploaded later on map-factory

But we have a problem... All the authors of that map can NOT be entered win the "Author of the map:" field, the field is to limited, that sucks a lot. But I think it should work with the description as well.

Anyway, mapnames idea:

DOM-UT99org

simple, isnt it?
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

hmm author name?

What about ''ut99 mappers team'' and in the readme will be the list of all the mappers who helped and created what part?just an idea... But what about the mapname? DOM-Collabmap01? :tongue:
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Re: Collab Mapping #01 Phase 1/3

Post by [did]Madis »

Since this is the first of proposed Collab maps, I suggest you just add the UT99org tag somewhere and give the map a proper name to avoid future confusion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

If I should make a jungle themed terrain, reserve me a decent area to build it. Next week I have time again, I think.
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Problemo.
I've completed my part (finally) but maximum upload size is 2mb. :mad2:
Where should I upload it instead?

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EDIT:
Rapidshare it is.
http://rapidshare.com/files/393823790/U ... _.unr.html

Just realized I forgot to botpath.
And the lighting is kind of dark. I had to use zonelighting. :?
I think because it was my first time mapping in awhile, and my first creation to be released, I went a little over the top.
you could drop it if it varies from the theme too much, of if there are too many openings to complete the map.
There was more that I wanted to do with the roof, but I just got tired of looking at it.
Alright, enough crap, just let me know what you guys think. And Let me know if there are any problems.
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Re: Collab Mapping #01 Phase 1/3

Post by editor Dave »

Okay, your map looks really fantastic. You know how to make trims... but look at this:
Polycount.jpg
May I remind you of this rule?
• We're not interested in how much polys you can compress into a single room. Rooms whit over 250 in view won't be accepted. Note that your room will get connected whit others.
I'd suggest to delete a few trims until your polycount shows 250. Type in "stat fps" in your console to check if you have the right polycount or not ;)

And another question: What is this supposed to be? It looks out of place because nobody has used it before. But that can be changed at every time :mrgreen:
WTF.jpg
Furthermore, it is no curse that you added that many exits. It's more a blessing :)
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

Renegade wrote:I think because it was my first time mapping in awhile, and my first creation to be released, I went a little over the top.
lol, you can say that :mrgreen: but it still looks stunning!I really like but, but its also a big change from the part where its connected to. I think myth should say what to do with it. But still... its stunning :shock: :o :D
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Re: Collab Mapping #01 Phase 1/3

Post by --=PsyXandeR=-- »

May I remind you of this rule?
Who cares It still looks amazing. I doubt this map will ever reach the size of Frag's OC assault map anyways. 200 polys overweight won't harm anyone.
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

I don't really care about polycount and about the fact that it is a trimfest. (something I'm not a fan of)

The rule that this is against the most is:
• Don't put too much work into a single room. We know that you're a really awesome mapper but this is not the place to show that off. Keep the quality level and style consistent.
How many weeks have you been cooking this?
Have you ever heard about winrar?
Wouldn't have been more awesome to build four smaller rooms? Then we'd already have this map in phase 2.
Have you ever heard about winrar?
Did you consider that it might be dropped?
Have you ever heard about winrar?
Did you consider that it might be modified for the good of the whole level?

I'm not saying that it's dropped.It's not dropped.
We're keeping it. (edit2: unless most of the other mappers want to drop it) We'll ask Whitey later to make a few modifications. To his section.
The first of these collab projects and yeah. Things are normally supposed to get a bit messed up.

Also the more exits the better. IT'S INDEED A BLESSING.

edit: i think it's time for me to start mapping again:
Untitled.jpg
EDIT:
Ok... one of the exits is OFF from Whitey's soo...
I'm going to wait until Renegade fixes that, only then I'll include it in the next merge.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Agreed. I did not expect something like that. Have you ever release something somewhere?
Myth wrote:I don't really care about polycount...
Wonders do happen!


BTW: I will keep the outdoor part later - again give me a decent place to build it - hint to editor dave^^ - rather lowpoly (unreal 1 aztec style with some "custom" meshes [stock stuff is not enough for that])
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