DM-AmericanSuburbs [FINAL]

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Novaeon
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DM-AmericanSuburbs [FINAL]

Post by Novaeon »

UPDATE 20/07/2022:
Final version is available: download/file.php?id=17774

UPDATE 23/04/2022:
BETA is available: download/file.php?id=17109

Started working on a new map recently, set in a typical american-looking suburb, with the self-imposed challenge of only using textures I've made or sourced myself. So far it's been a success with the exception of the water, which is stock UT. It's taken a lot of time due to me making most textures from scratch.

Polycount gets a little dicey (around 800) when standing on the rooftops and looking in certain directions, but other than that it sits mostly around 100-300.

It became quite a bit larger that I had envisioned, mostly because I wanted a decent backdrop, so it kinda just grew. Not sure I'll add interiors yet, and if I do, I'll only add a few I think.
Right now most lights are just disembodied (Obviously not the ones from the street lamps though), and I'm unsure if I should add some BSP/Texture for it. What do you guys think?

Also having some issues with getting bots to jump over the hedges (I've placed some steep stairs around lattices, so they can be "climbed"). Any tips for getting them to navigate these would be welcome, as I'd like them to be able to get onto the roofs eventually.
Image

Screenshots only for now, until I have all the paths I want done.

Looking down toward the cul-de-sac
Image

One of the main streets perpendicular to the cul-de-sac
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One of the 2 alleys
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The playground
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The other alley
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A small lot with dumpsters
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One of the houses
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A view from the cul-de-sac
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Last edited by Novaeon on Wed Jul 20, 2022 4:18 pm, edited 3 times in total.
sXs-sketchpad
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Re: DM-Suburbs

Post by sXs-sketchpad »

looks really nice
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Pikko
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Re: DM-Suburbs

Post by Pikko »

Nice ! :gj:
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asosed
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Re: DM-Suburbs

Post by asosed »

I want to live there
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EvilGrins
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Re: DM-Suburbs

Post by EvilGrins »

How's the bot pathing?
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OjitroC
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Re: DM-Suburbs

Post by OjitroC »

Novaeon wrote: Sat Feb 06, 2021 10:10 pm Started working on a new map recently, set in a typical american-looking suburb, with the self-imposed challenge of only using textures I've made or sourced myself. So far it's been a success with the exception of the water, which is stock UT. It's taken a lot of time due to me making most textures from scratch.
Looks a nice cool and interesting map - looking forward to playing it with 'real life' weapons :tu:.

In passing I would point out that there is already a map called DM-Suburbs.
EvilGrins wrote: Sun Feb 07, 2021 12:18 am How's the bot pathing?
From what the OP has written, that's not finished yet.
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[NBK]DxTrEm3Fx
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Re: DM-Suburbs

Post by [NBK]DxTrEm3Fx »

Looks awesome. I like all the trees looks great. Are those imported as decorations made in a 3rd part 3d program?
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papercoffee
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Re: DM-Suburbs

Post by papercoffee »

This map screams for some Zombie action.
Bummer that the trees are just two crossed sheets ...but this can be changed. :mrgreen:

Edit--------------------------------
Image
What actors are those? jump-spots?
Red_Fist
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Re: DM-Suburbs

Post by Red_Fist »

You could still use some base real picture as the base to make a "water texture" or use different textures for the base.

like a puddle compared to a swimming pool blue, etc etc.

I think you could set those for impact jump since it's not that high they might go for it. Set the "z differential add" higher,, there is good ways to make the bots do that. But the roofs you will need kickers or other things.
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Novaeon
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Re: DM-Suburbs

Post by Novaeon »

EvilGrins wrote: Sun Feb 07, 2021 12:18 am How's the bot pathing?
It's alright so far, though the bots don't go on the roofs or over the hedges (yet).
OjitroC wrote: Sun Feb 07, 2021 12:29 am In passing I would point out that there is already a map called DM-Suburbs.
Thanks for the heads up. I'll change it to Cul-De-Sac instead.
[NBK]DxTrEm3Fx wrote: Sun Feb 07, 2021 3:08 am Looks awesome. I like all the trees looks great. Are those imported as decorations made in a 3rd part 3d program?
The trees are just crossed sheets at the moment. I've been trying to find a good walkthrough for importing stuff as decorations, as it might help with the polycount especially for the streetlights, but no luck so far. I know I've done it in the past, but I've completely forgotten how to.
papercoffee wrote: Sun Feb 07, 2021 3:23 am What actors are those? jump-spots?
Lift Exit > Lift Center > Lift Exit (on the other side of the hedge). You mean like JumpSpot > JumpSpot or LiftExit > JumpSpot?
Red_Fist wrote: Sun Feb 07, 2021 8:13 am You could still use some base real picture as the base to make a "water texture" or use different textures for the base.

like a puddle compared to a swimming pool blue, etc etc.

I think you could set those for impact jump since it's not that high they might go for it. Set the "z differential add" higher,, there is good ways to make the bots do that. But the roofs you will need kickers or other things.
I'll try the ImpactJump trick. Does that only work if the bots have ImpactHammers though? Or will it work with real-life weapon mods as well?

Thanks for all the nice comments :)
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Re: DM-Suburbs

Post by Myth »

Really like the mood & lighting work here!

I have ones suggestion for you to make the trees look a bit more natural without adding more visible polygons.

On certain angles your trees look like they were perfectly mirrored in the dead center. This does not look natural. The default unrealed brushes are working against you here. Instead of using 2 two-sided polyons, you should use 4 one-sided polygons. It will make it look much better with no performance impact as it's the same number of polygons as before, the two-sided flag actually duplicates your polygons.
suggestion.png
Here is a correct brush, you should be able to paste it into your level and edit it.

Code: Select all

Begin Map
Begin Actor Class=Brush Name=Brush12
    CsgOper=CSG_Add
    MainScale=(SheerAxis=SHEER_ZX)
    PostScale=(SheerAxis=SHEER_ZX)
    PolyFlags=8
    Level=LevelInfo'MyLevel.LevelInfo0'
    Tag=Brush
    Region=(Zone=LevelInfo'MyLevel.LevelInfo0',iLeaf=5,ZoneNumber=1)
    Location=(X=-16.000000,Y=64.000000,Z=-96.000000)
    OldLocation=(Y=80.000000,Z=-96.000000)
    bSelected=True
    Begin Brush Name=Model12
       Begin PolyList
          Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=0
             Origin   +00032.000000,+00000.000000,-00032.000000
             Normal   +00000.000000,+00001.000000,+00000.000000
             TextureU -00001.000000,-00000.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00032.000000,-00000.000003,-00032.000000
             Vertex   -00032.000000,-00000.000003,+00032.000000
             Vertex   +00032.000000,+00000.000000,+00032.000000
             Vertex   +00032.000000,+00000.000000,-00032.000000
          End Polygon
          Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=1
             Origin   -00000.000003,+00032.000000,-00032.000000
             Normal   -00001.000000,-00000.000000,-00000.000000
             TextureU -00000.000000,-00001.000000,-00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00000.000003,+00032.000000,+00032.000000
             Vertex   -00000.000003,+00032.000000,-00032.000000
             Vertex   +00000.000000,-00032.000000,-00032.000000
             Vertex   +00000.000000,-00032.000000,+00032.000000
          End Polygon
          Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=2
             Origin   +00000.000000,-00032.000000,-00032.000000
             Normal   +00001.000000,+00000.000000,+00000.000000
             TextureU +00000.000000,+00001.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00000.000003,+00032.000000,-00032.000000
             Vertex   -00000.000003,+00032.000000,+00032.000000
             Vertex   +00000.000000,-00032.000000,+00032.000000
             Vertex   +00000.000000,-00032.000000,-00032.000000
          End Polygon
          Begin Polygon Item=Sheets Texture=g-patch Flags=1073741832 Link=3
             Origin   -00032.000000,-00000.000003,-00032.000000
             Normal   -00000.000000,-00001.000000,-00000.000000
             TextureU +00001.000000,+00000.000000,+00000.000000
             TextureV +00000.000000,+00000.000000,-00001.000000
             Vertex   -00032.000000,-00000.000003,+00032.000000
             Vertex   -00032.000000,-00000.000003,-00032.000000
             Vertex   +00032.000000,+00000.000000,-00032.000000
             Vertex   +00032.000000,+00000.000000,+00032.000000
          End Polygon
       End PolyList
    End Brush
    Brush=Model'MyLevel.Model12'
    Name=Brush12
End Actor
End Map
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papercoffee
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Re: DM-Suburbs

Post by papercoffee »

Novaeon wrote: Sun Feb 07, 2021 9:23 am
papercoffee wrote: Sun Feb 07, 2021 3:23 am What actors are those? jump-spots?
Lift Exit > Lift Center > Lift Exit (on the other side of the hedge).
This should actually do the trick ...hm ...maybe it's the height?
I'm sure their needs something to be on either side, so a bot wants to have it and try to walk that way.

@sektor2111 Do you have an idea how a bot can be forced to walk/climb that kind of lattices here?
viewtopic.php?p=126602#p126602
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Re: DM-Suburbs

Post by Red_Fist »

"I'll try the ImpactJump trick. Does that only work if the bots have ImpactHammers though?"

Use "jumpspots" lower the extracost to zero on the JumpSpot actor not in the exits.

They should have the hammer by default in DM. maybe try a health vial or two for bait.

See how they act first before trying other methods.

The placement of the jumpspot and exits are a bigger deal, make sure you see it from the angle of the jump, the other direction maybe a little farther away.
Last edited by Red_Fist on Mon Feb 08, 2021 3:43 am, edited 1 time in total.
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Hook
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Re: DM-Suburbs

Post by Hook »

Very nice!
Lighting and atmosphere look great!
Can't wait to put it on CROSSBONES servers! :tu:
:gj: so far!
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Dr.Flay
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Re: DM-Suburbs

Post by Dr.Flay »

If using ready made decos is not part of the restriction there are already a variety of decent trees available (even ones that shake when hit).
My tip for trees is do them in 2 parts even if they are decos. You want the trunk to block bullets but not the leaves.
BSP trunk and deco canopy is also a good option.

As noted you are going to have to modify the map name to avoid clashing with files on existing servers.
Never use basic names for maps, textures or music files with Unreal/UT or you will clash with the many existing maps that have used the same names for the resources (snow.utx is a good bad example).
Add a project or author prefix/suffix to the name is generally the best idea.