Collab Mapping #01 Phase 1/3
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- editor Dave
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Re: Collab Mapping #01 Phase 1/3
Look at the first post of this thread. Myth edits it with every new update
@Creavion: Let me see, maybe I will contribute another part...If I have ideas.
What about papercoffee's part? Is it still in production?
@Creavion: Let me see, maybe I will contribute another part...If I have ideas.
What about papercoffee's part? Is it still in production?
10-Year Anniversary on Jun 08, 2019.
- --=PsyXandeR=--
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Re: Collab Mapping #01 Phase 1/3
That part is mine. Connecting Ripper hallway and the nice Orbital like hallway on a floor above.
- Creavion
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Re: Collab Mapping #01 Phase 1/3
My floating crates bug still needs to be fixed, I think
@Alex: Good, finally you also make a part^^. Maybe you can (try to) add a "replace me" brush in direction of editor dave temple part?
@Alex: Good, finally you also make a part^^. Maybe you can (try to) add a "replace me" brush in direction of editor dave temple part?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- Renegade
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Re: Collab Mapping #01 Phase 1/3
First, thanks for the feedback everyone.
I'm glad to see no one tried to get on the roof with the impact hammer + jump boots.
and no one found a HOM, that's good.
@Dave:
I sort of skimmed over the rules I'm not one to record how many brushes are visible from various angles. UT99 being as old as it is, I think high poly counts shouldn't matter too much anymore. This is art. No limitations. But that's just me. That, and I really dont want to delete any trims Without them I think a room looks bare and sloppy. As for the issue in WTF.jpg, that's a product of mappers sloth I had initially envisioned a cavern/abyss down there that fades from orange to black, but I realized that would be a large and time consuming investment as I'm just not good with terrain at all. Then I tried running water and it just looked odd so I just applied a pretty texture, set it to unlit and called it a day. If anyone has a suggestion or want's to toy with it, be my guest.
@Myth
1. Two weeks.
2. Yes. For some odd reason, I completely forgot about file compression. Shame on me
3. Good point there. I did consider grabbing a couple more spots, but I didn't want to do that and then have all those rooms to worry about, so I focused on one.
4. Refer to two.
5. Yeah, I did. I said that earlier on with an former post in this thread. To be honest I didn't stress out about it being accepted or not, just seeing mappers still alive and doing their thing inspired me to build again. I had no intention of ever opening Ued again
6. Refer to four.
7. Modify away. [Or do you want me to? ] Next time I'll adhere to the overall theme.
Also, which exit? And how is it off?
@Creavion
No releases. I've only built a few rooms and drawn a few layouts with architecture ideas. I don't really have the patience to build an entire map
But now that there's some incentive, I might try it.
Again, thanks for the feedback all.
I'm glad to see no one tried to get on the roof with the impact hammer + jump boots.
and no one found a HOM, that's good.
@Dave:
I sort of skimmed over the rules I'm not one to record how many brushes are visible from various angles. UT99 being as old as it is, I think high poly counts shouldn't matter too much anymore. This is art. No limitations. But that's just me. That, and I really dont want to delete any trims Without them I think a room looks bare and sloppy. As for the issue in WTF.jpg, that's a product of mappers sloth I had initially envisioned a cavern/abyss down there that fades from orange to black, but I realized that would be a large and time consuming investment as I'm just not good with terrain at all. Then I tried running water and it just looked odd so I just applied a pretty texture, set it to unlit and called it a day. If anyone has a suggestion or want's to toy with it, be my guest.
@Myth
1. Two weeks.
2. Yes. For some odd reason, I completely forgot about file compression. Shame on me
3. Good point there. I did consider grabbing a couple more spots, but I didn't want to do that and then have all those rooms to worry about, so I focused on one.
4. Refer to two.
5. Yeah, I did. I said that earlier on with an former post in this thread. To be honest I didn't stress out about it being accepted or not, just seeing mappers still alive and doing their thing inspired me to build again. I had no intention of ever opening Ued again
6. Refer to four.
7. Modify away. [Or do you want me to? ] Next time I'll adhere to the overall theme.
Also, which exit? And how is it off?
@Creavion
No releases. I've only built a few rooms and drawn a few layouts with architecture ideas. I don't really have the patience to build an entire map
But now that there's some incentive, I might try it.
Again, thanks for the feedback all.
- GenMoKai
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Re: Collab Mapping #01 Phase 1/3
I always try the jumpboots/impact hammer but i like such cheats, the only way i can win online *cough* but i didnt found any HOMRenegade wrote:First, thanks for the feedback everyone.
I'm glad to see no one tried to get on the roof with the impact hammer + jump boots.
and no one found a HOM, that's good.
Ow and BTW, i think im clear
EAT THOSE FRIGGIN BANANAS !!!!!
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Re: Collab Mapping #01 Phase 1/3
uhm. Didnt renegade already built something there?check previous page please
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission
Re: Collab Mapping #01 Phase 1/3
filipe, thats already taken by renegade. The image you posted is from a really old version of the actual map. Did i forget to update the first post since that long?
papercoffee, is your part still in the works? Hurry up,or at least pls post some shots. A lot depends on that section.
papercoffee, is your part still in the works? Hurry up,or at least pls post some shots. A lot depends on that section.
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Re: Collab Mapping #01 Phase 1/3
Sorry ...I was very busy in my work ...BUT NOW I HAVE URLAUB!! I will make some shots ... This connection part is not easy because I take the temple exit to the north from the first room ....can't explain well ....you will see.Myth wrote:papercoffee, is your part still in the works? Hurry up,or at least pls post some shots. A lot depends on that section.
- Renegade
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Re: Collab Mapping #01 Phase 1/3
Not taken, but that SS reveals a BSP hole I missedFilipe wrote:And here? (not in gen part)
EDIT:
Damn, I forgot to mention to make sure you place portals on the exits of my room that youre branching off of. I used Zone Lighting and you should
close it off unless you want it to spill over.
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Re: Collab Mapping #01 Phase 1/3
GAAAAAAAAHHHH DAMN YOU "Protection fault" ...ok my part is not totally gone but ...you know what I feel right now, do you guys?
- GenMoKai
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Re: Collab Mapping #01 Phase 1/3
well... If you have any troubles with the map, just call me or pm me or whatever...i think i can help you, like the others, they know my mapping skills
EAT THOSE FRIGGIN BANANAS !!!!!
1000 MPH Studios MAY NOT play any ut99.org community mappack 2 map without George W. Bush explicit permission