DM-Room39 made quick.

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Red_Fist
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DM-Room39 made quick.

Post by Red_Fist »

Just a quick DM map, made today.
https://onedrive.live.com/embed?cid=07A ... yiiEKhRAS0

Oh, and, I just made it and never played it, not even bots, yet. Got a friend with a server thought I would whip up something new. so if you want, tell me how it does. Probably a 4 player-ish size map.

I would like to add that, if this was for the 512 contest ?, it's raking in 1.4 meg. As simple as it is.
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Re: DM-Room39 made quick.

Post by papercoffee »

Some screen-shots please. :mrgreen:
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Re: DM-Room39 made quick.

Post by UnrealGGecko »

papercoffee wrote:Some screen-shots please. :mrgreen:
What he said. :lol:
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Re: DM-Room39 made quick.

Post by EvilGrins »

Decent map, played it bots only and just 4. They maneuvered it just fine.
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No music. Grrr!
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I think the map can easily handle up to 8 players with little difficulty, looks ideal for LMS matches.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Red_Fist
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Re: DM-Room39 made quick.

Post by Red_Fist »

Thanks for the screenys evilgrins :thuup:
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Radi
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Re: DM-Room39 made quick.

Post by Radi »

Map is too big, I played two hours and still there some places unexplored :D :D

:loool:
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Re: DM-Room39 made quick.

Post by noccer »

Radi wrote:Map is too big, I played two hours and still there some places unexplored :D :D

:loool:
You should try to run counter clockwise ^^
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Re: DM-Room39 made quick.

Post by papercoffee »

Reminds me of my DM-GangWar-RocketFight ...but with even less Z-axis action.
1.4MB for this? Did you myLevel the textures?
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Re: DM-Room39 made quick.

Post by Red_Fist »

I use HD brushes. lot of bytes. :tongue:

It was only the EOL.utx and my "screenshot"
Probably lights, I always use omnibumpmap lights with regular lights, so you can see the players real fast and easy.

I think that is why you can see that smoke on the left side of that screenshot up there.
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Hellkeeper
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Re: DM-Room39 made quick.

Post by Hellkeeper »

papercoffee wrote:1.4MB for this? Did you myLevel the textures?
Red_Fist wrote:Probably lights, I always use omnibumpmap lights with regular lights, so you can see the players real fast and easy.
It's light, indeed, but the root of the problem is actually the lightmap: the largest surfaces of the map (the flat ceiling, the main floor and the bare walls) are set to high shadow detail.

I'm more impressed by the fact that even with barely more than 60 brushes, the construction is so average. :P The four "trenches" are off-grid, which makes them off from a texture alignment standpoint, and they're made of 4 brushes each where a single one would be enough.

Image
You must construct additional pylons.
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Re: DM-Room39 made quick.

Post by Red_Fist »

Ah, you are so correct, I never was good a brushwork am STILL learning years out.
I added that flat spot so the bots or items won't get crammed in the V of the ramps, more smooth run.
So I would need to do that with an extra flat at the bottom. That would have been what I wanted more, so you can not be seen if you are temporarily hiding in the dip.

Thanks.
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Re: DM-Room39 made quick.

Post by sektor2111 »

@Hellkeeper:
Now you understood why some people doesn't want "maps"? Looks like anyone follows the hard way instead of simple way.

I have seen "brushes" a lot of times:
- null movers (collision 0,0,0 or such whatever 1,1,1);
- multiple water surfaces 3 solids and one non-solid set as portal;
- multiple solids drilled with a subtract in a nasty actor-load making DevPath to no longer work;
- many subtract in the same space;
- etc.

It's more to speak but it might be OK to simply develop ATTITUDE_Ignore.
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Re: DM-Room39 made quick.

Post by Red_Fist »

Not too sure about all that, but one has to configure a 3d image in their mind and translate it to a 3d BSP. While still using the elements and confines of a given engine and the correct way(s) to use the engine.

I am glad he shown me that, it's so simple. You can see right here the one brush creates the EXACT same 3d shape. so it is not wrong in any way.

To ignore is a bad recommendation, terrible advice in my opinion, we all can't be perfect you know.
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Hellkeeper
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Re: DM-Room39 made quick.

Post by Hellkeeper »

sektor2111: I've seen tons of things too. It won't stop me from trying to help. It's the least I can do. If people don'tt follow advice, it's their loss, not mine.

Red_Fist: you can easily build the shape you want with just a cube and a little vertex-editing. The less unnecessary brushes you have, the better. Also, you way of doing things means there are two small triangular "rooms" under each stairs which are built and include black lightmaps without ever being seen, something you'd try to avoid.
You must construct additional pylons.
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Re: DM-Room39 made quick.

Post by Red_Fist »

I went through more steps vertex editing the stupid add brushes. I knew it was a harder way but just couldn't think how a subtract would have worked. Never got good at brushwork, takes me a while, then go back and do things over.

Seems other people can just whip out instant maps that look complicated, thinking like for 7 Bullets and other terrain work.

Congrats on whoever did that Alice in wonderland MH map too. It had a lot of things and didn't spot any BSP holes on that one.
Nali Chronicles also.
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