My own maps

Tutorials and discussions about Mapping - Introduce your own ones!
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Leo(T.C.K.)
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My own maps

Post by Leo(T.C.K.) » Fri Sep 09, 2011 7:57 pm

I am wondering how many people here are familiar with my work. I have not released many original maps, mostly I worked on some mods or conversion stuff, repacks etc, like UT classic pack 3, some beta conversions etc. I also helped various Unreal and UT servers with exclusive mutators and features. The servers that featured my work were for example WhiteWolf's server, Bio's coop, various other Unreal servers, KillerBee's UT monsterhunt servers and now 3's coop, worked on some coop updates to support more mappacks and fixes.
Also known coop mod by me is this crazy Gott mod which I developed over years 2005-2007 and haven't updated it since even though I didn't fully fix some minor bugs and that there is unused content and models, I used some models from the leaked beta, was first to use it and found a method to extract the meshes, which then used some other mods or the oldunreal patch. Until I revealed the 'secret' everyone was puzzled as to how extract them. The method was to use version 200 as a base and the beta itself. Through a already known before trick process of cutting down file (removing editpackage references in ini, making a dummy map having only a light actor or something like that, with it set with mesh of the one you want to extract, then saving the map, realoding editor and then saving the package using OBJ Save command so it would only contain the mesh, but not including any code or class, this is important, otherwise it crashes.

So then you load it in 200 editor and then resave it again and then you can freely extract the mesh out of that, will work as charm.

As for my original mapping, I started my Unreal mapping bits in 2002. Was working on a project called bloodgate. I also had only dial up connection and wasn't really active at the international communities. So really it was a project that was not heard of, as I only went on the ineternet twice a week.
Most of the content of this mappack got lost, but I worked on the project up to 2004 and lost that content due to a drunk guy handling file recovery, who receovered totally wrong files I didn't need.
The only thing that was rescued were some screenshots and two oldest test maps, which are really not worth mentioning and was really me trying out the editor for a first time. So..completely cubic design at first, some well written messages and ideas, that I executed despite my limited knowledge at the time.
I had a very thorought story planned and something that was not really seen at all at the time, so it was really a big loss, and I gave up on mapping after that event and only focused on making mods and learning unrealscript for first time in late 2004, because I have not really had much knowledge of any coding before and it did matter in my mapping creations as well, as I couldn't really get some custom stuff to work. So I did follow some tutorials, like weapons of destruction and chimeric, and learned unrealscript that way.

But recently I returned to mapping when entering 20 brush level design contest and got in second place in original UT cathegory. As the only person I chose to make a singleplayer level with just 20 brushes and a surface limit and I did it within just few last days beacsue I noticed the contest too late. However in the UT cathegory there were only 3 contestants, so just fits right in for the three places. UT3 and Quake 3 was most populated games in that contest.
I had one room that I didn't have time to finish and had to remove too.

ScorchedCastle.rar

And the entry for the UnrealSP anniversary contest, which didn't end up well at all, ended at seventh place and all of the scores were very uneven in exception of the first two places and I found two of the "replacement" judges extremely biased, so that didn't help either.
Didn't make it in time to finish it as much as I wanted, the final area was done in just a day and in a hurry, despite that I created a room for the skycity part much earlier and some artifact movers, the room ended up as an easter egg room in the final version, one can get there only with ghosting.
IOSdemo.rar


Here are complete playthrough videos of the maps, don't watch if you don't want spoilers:
[youtube]Zd0hmXxr2nU[/youtube]

[youtube]TzaeY6XrPGw[/youtube]

Hermskii
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Re: My own maps

Post by Hermskii » Sat Sep 10, 2011 5:40 am

All of that said, what is next for you? While I can't say I know your maps exactly, I can say I know your name which is easy being all you have done over the years. Let me say "thank you" too for your efforts. You're one of those UT folks that everyone feels they can't live without. Me included. Thanks again and keep us informed about your projects!

Leo(T.C.K.)
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Posts: 494
Joined: Sat Aug 13, 2011 10:26 pm

Re: My own maps

Post by Leo(T.C.K.) » Sat Sep 10, 2011 9:06 pm

Next? Well, I am working on the Unreal PSX rework and still can do other stuff, but as for finishing up my maps I think that won't happen for a while I guess.

Thanks.

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