DM-Souls_of_Diamonds

Tutorials and discussions about Mapping - Introduce your own ones!
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Sp0ngeb0b
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DM-Souls_of_Diamonds

Post by Sp0ngeb0b »

Hey,
I had the idea of making a DeathMatch map, which looks very nice and is fun to play. So i started building this map. I learned a lot (good flow, original architecture) and so one..I tested it and had much fun, like in the first maps of UT. Check it out and tell me what u think!
DOWNLOAD

There are 3 hidden objects: Invisible, Shieldbelt and Redeemer. Try to find them! Tips: search for non-solid walls!

A few screens:
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Full Bot navigation is included!!


Enjoy!! :)


Sp0ngeb0b
Website, Forum & UTStats

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Dare
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Re: DM-Souls_of_Diamonds

Post by Dare »

Good job, but people can just cheat and look at the hidden rooms in UED :tongue:
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Creavion
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Re: DM-Souls_of_Diamonds

Post by Creavion »

I cut a long story short, read these tutorials and try to understand it:

Lighting Tutorial
http://teamvortex.planetunreal.gamespy. ... hting.html

Geometry Example Tutorial
http://members.fortunecity.com/bot40/Tu ... apetut.htm

I take the gloves off and suggest you really to read these tutorials. Just for the case you want to be much better the next time. Seriously.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
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Thanks to those who visibly supported me until/at the end!
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Deadmeat
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Re: DM-Souls_of_Diamonds

Post by Deadmeat »

That Geometry tutorial was really good. One thing though - I noticed that the guy simply added solid brushes directly on top of each other, no intersecting or deintersecting. I always had it in my head that you shouldn't add multiple solids onto each other, can't remember why. Have I been making things difficult for myself all this time by avoiding this and working with some rather horrible interescted brushes?
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