Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
@gex Maybe you have autoplay.unr from the last time you tested? you should check and see if it is at least some version of your map. load it in Ued.
@deathox Ya epic mappers really had no idea how to keep bsp errors down. makes me wonder why they didn't make things cleaner. (maybe to keep us from stealing?)
I usually have to make semi's nonsolid or polygons to brush the semisolids and put em in a build room so I can make them solid then add back after deintersecting. What a mess sometimes.
@deathox Ya epic mappers really had no idea how to keep bsp errors down. makes me wonder why they didn't make things cleaner. (maybe to keep us from stealing?)
I usually have to make semi's nonsolid or polygons to brush the semisolids and put em in a build room so I can make them solid then add back after deintersecting. What a mess sometimes.
Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
So, It's NEARLY done, created the extra zone, Swanky was talking about, added some stuff...
Unlit screenshot in the editor :
I have one problem left... (look at the horizon) I don't know what do do i'm totally lost, HELP!
Unlit screenshot in the editor :
I have one problem left... (look at the horizon) I don't know what do do i'm totally lost, HELP!
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Don't forget that Epic was very much blazing a new trail when this stuff was made. It's so evident now that we can look at it through a decade old lens but at the time this stuff was new to everyone and they were figuring it out as much as we were.Ozma777 wrote: epic mappers really had no idea how to keep bsp errors down. makes me wonder why they didn't make things cleaner.
So long, and thanks for all the fish
Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
yr totally right jack....I was just thinking of my last post in that very way....q2 mapping was difficult (to say the least) but unreal (1) that was a whole different skillset (not to mention also much stabler but different) no one knows about a brand new thing unless they experiament first (ie a couple of finished working maps). I am not only trying to get all these other peoples' maps cut/paste style to work but also whenever I make my original maps I have to make them work too. Props to the first (epic) experiamental mappers!
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Some ideas from what I can see on the shots...
Picture one is pretty straight forward and shows what I originally meant. You can also use such a building for a few walkways and more Z-Axis and usually seals an area off better than a fence.
Picture two... here it gets more interesting. First, the architural work is... okay on the center structure. Don't be afraid to experiment with heights, especially for deco buildings. Try building two large pillars with something like 896*128*128 units and position both of them on the gatestructure in the rocks. Then add in a 768*x*256 structure in the middle of these pillars to create some building architecture and breakup from all the rocks. Could then use lights on the front, additional trim and the stuff, or link a jumppad from the center structure to some rare item or so.
Then, you still haven't changed these horrible flares. Trust me, there's a reason why you only see them ever so often. Also, I noticed you have a fair amount of zone lighting. Can sometimes work, but often looks very montonous. It may be better to use a lower lighting brightness value and use a couple of low brightness lights with the same color values and medium range (setting the range too high will kill the editor due to lighting too many polys at once, had that problem in my XC map lately). This can be used in a manner of ways, from creating shadows of the edge to better lighting effects from lamps. Speaking of which, yours still look like they aren't on. I gave some idea on how to make them brighter few pages back, but I can repeat myself here if you want to: if lights with high brightness and low radii don't work, try specilalit textures and lights. That done, I'd make the green lights slightly lighter to create a better contrast to the now darker outside and make it easier again to see something. It may also be necessary to increase light radius of ambient lighting, then.
Try if it works for, if anything doesn't suit you, just revert back to what you already have.
Picture one is pretty straight forward and shows what I originally meant. You can also use such a building for a few walkways and more Z-Axis and usually seals an area off better than a fence.
Picture two... here it gets more interesting. First, the architural work is... okay on the center structure. Don't be afraid to experiment with heights, especially for deco buildings. Try building two large pillars with something like 896*128*128 units and position both of them on the gatestructure in the rocks. Then add in a 768*x*256 structure in the middle of these pillars to create some building architecture and breakup from all the rocks. Could then use lights on the front, additional trim and the stuff, or link a jumppad from the center structure to some rare item or so.
Then, you still haven't changed these horrible flares. Trust me, there's a reason why you only see them ever so often. Also, I noticed you have a fair amount of zone lighting. Can sometimes work, but often looks very montonous. It may be better to use a lower lighting brightness value and use a couple of low brightness lights with the same color values and medium range (setting the range too high will kill the editor due to lighting too many polys at once, had that problem in my XC map lately). This can be used in a manner of ways, from creating shadows of the edge to better lighting effects from lamps. Speaking of which, yours still look like they aren't on. I gave some idea on how to make them brighter few pages back, but I can repeat myself here if you want to: if lights with high brightness and low radii don't work, try specilalit textures and lights. That done, I'd make the green lights slightly lighter to create a better contrast to the now darker outside and make it easier again to see something. It may also be necessary to increase light radius of ambient lighting, then.
Try if it works for, if anything doesn't suit you, just revert back to what you already have.
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Okay the submissions thread is here: http://www.ut99.org/viewtopic.php?f=5&t=4372
Just create a post for yourself and attach your map (as a zipfile) 50 Meg limit ... If you submit, but then need to re-submit for some reason, I think you can just reuse the same post, delete the attachment then upload a new attachment... that would be best...
Cheers
Just create a post for yourself and attach your map (as a zipfile) 50 Meg limit ... If you submit, but then need to re-submit for some reason, I think you can just reuse the same post, delete the attachment then upload a new attachment... that would be best...
Cheers
Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
It says the map can be "a mash-up of Epic maps parts". Ok well I took DM-Mojo][ and rearranged its parts, and took care to weld them back together properly. Would you like me to submit it?
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Sure. Could you make it at least a little wintery (turn lava into icy-cold water or something)
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Well what would hold you back to do so?Helen wrote:It says the map can be "a mash-up of Epic maps parts". Ok well I took DM-Mojo][ and rearranged its parts, and took care to weld them back together properly. Would you like me to submit it?
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Oukei... I'm back at mapping, seems I did have a backup stashed in my ''playing'' UT, problem is I'm right back where I was when I made that pic and I only have *checks calender*... WHOLY-MOLLY!! Damn it, a v2 is unavoidable! I need to finish it, with or without the time penalty. Wish me luck
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
my small spec of files at Google Drive
List of console converted maps, models & more!
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
good luck ....and hurry, but take your time...GEx wrote:Wish me luck
Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
FINALLY! I can finish my map
Uhmm... I really need to put bot paths in my map?
Uhmm... I really need to put bot paths in my map?
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Re: Mapping Contest: "UT99.org Xmas 2012 Mapping Contest"
Never too late to learn how to bot-pathASLYE702 wrote:I can't do bot paths... :X
!!!!! DO ***NOT*** PRESS THAT AUTOMATIC BOT PATH BUTTON !!!!!
I would offer to bot-path the map for you but i have too much work to do on my own map - i have 15 areas to finish by the 20th (yes i will be late) and have only two completed areas so far ... the worse part is about half that time is making custom textures and signs in photoshop it's over 3100 brushes now and i'm still adding and fixing damn crazy bsp-errors that keep randomly popping up ... some of this map looks really nice (fnb), and some looks really shitty (epic stuff), so i keep trying to fix up the shitty stuff - it's a vicious circle,