Red_Fists mapping stuff.

Share interesting stuff you have found or created yourself.
Red_Fist
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Re: Red_Fists mapping stuff.

Post by Red_Fist »

DM-Zoneblok

This map was only to try a zone for a small zone for thrust, it has DM strategy and you can bounce or land and shoot.just for fun, then I just had to add more, one zone per cube sticking out of the floor. It's like a bouncy map jumping on the cubes-(*zones").
Thing will probably fry mapchecker. :P

A version 2, I changed the zone settings to MoveProjectiles False. So now every shot won't go straight up, but some are still affected like the goo gun or grenades. If anyone rebuilds these, turn off the define paths checkbox, or you lose the paths to the top. I also deleted an extra ADD brush outside the map so the file size went down.
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Last edited by Red_Fist on Sun Jul 20, 2025 7:38 am, edited 5 times in total.
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Red_Fist
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Posts: 2340
Joined: Sun Oct 05, 2008 3:31 am

Re: Red_Fists mapping stuff.

Post by Red_Fist »

Not a download but things I observed using editor.

I know these are not technical tips, but I want to write them down someplace in history.
Plus a lot of mappers probably already know this stuff or even better methods.


Permanently transform
Makes it so you can edit a brush as if the settings are starting out all over after it has been scaled , so zero "0", will be zero again.
If you take a really tall brush and try to keep shrinking it scaling it way down, it won't scale as small as you want.
But if you transform that scaled-down tall brush, it will then scale again to get to a unit of 1 thickness.


If you can't see the path node lines in zone view, try the BSP or textures view for different background color.


But if you need to put plants or a lot of actors out. Select all of them and move them all so your first actor is placed and DE-select it. As opposed to selecting one and moving it each time and having to click and place one each time, you De select your way to nothing.

Same principal for aligning textures, rather than selecting a surface on a brush, select all the surfaces, the DE-select one surface and align all the selected ones to the non selected surface, then select the surface back again.
So when you are done you will know you hit every side, De-select your way to no surface. It saves a lot of clicking.


Working on already made maps or to change (or see) properties faster of a certain actor.
Just open the edit search-find then go click on the first actor in the list you want, gun1, gun2. etc
Leave the actor property window open to the property you want to change, each time you click on the search it jumps to the next one and the property window will be at the exact place to edit what you need. Also know that you got every actor of that type and not miss one.

HIDE and unhide is quite powerful thing to use, like two brushes already in place with tons of other brushes around.
So if you have to send one ,to back, and not screw up all the other brushes, like carving them out. Hide everything but the two brushes and send one to last. Fixing BSP and ordering and many other possibilities to hide and unhide actors.

I set a brute to use the "turret" mode, I killed it, had another brute with regular settings. Inadvertently the normal Brute walked in the place of the dead brute and it turned into using turret mode by itself.
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Red_Fist
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Posts: 2340
Joined: Sun Oct 05, 2008 3:31 am

Re: Red_Fists mapping stuff.

Post by Red_Fist »

CTF-Trenchdog

I do not make CTF maps, but here I just duplicated my old DM Trenchdog map and made two sides and seemed like a good CTF idea, maybe.
So, being I am no authority on what makes a good CTF, and-or how to apply correct paths. Or if it's broke, files missing,,,fix it , thanks.
Feel free to edit this and make it work as slick as the bots can be. Stay away from the lifts, because those bots have been watched at least 20 million times, LoL. Then I made the UT2004 and had to watch the bots even more !!!

Try not to change the BSP too much unless needed.

I left off working on it too long ago to remember what I was doing but it should all be mostly good, and then maybe some blatant mistakes.
I don't believe it needs much work at all.

See what you think, cuz I don't know the CTF world other than it needs several paths, etc etc.
I just want to upload it and be done with it since it was picky stuff left to do.
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Red_Fist
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Posts: 2340
Joined: Sun Oct 05, 2008 3:31 am

Re: Red_Fists mapping stuff.

Post by Red_Fist »

Example map for using LightPhase. if you reduce the LightRadius of the 25 lights in a row to 5 or 4, will depict a better explanation.

So what you have is "Phase" and all of that is calculated to 360 degrees, while UT is at 255.
So I used 25 lights with a phaseshift of 10. would be in real world 23.79888 degrees per lightbulb in comparing to 360
You can also change the speed and Pulse is the only one that works and be worth it.

so everything in UT with a max of 255, 360 degrees is multiply by 0.7083
So a 45 degree change would be 31.8735 but you can't use that and forced to round up to 32
Is why I used 25 lights at 10 so-called degrees so the math works, but not 25.5 lights, so I went with 10

In Ut, 128 would be 180 degrees, so one may think, but for it to work just keep things equal timing per lightbulb in comparison to the light before or after for a good sequence.

The reason for all this is that the light sequence will change little by little each time the lights cycle. and is why you have to think of a 360 degree circle so that the lights end at 360 degrees, but using UT numbers and have the sequence stay the same.
It could be used for tower flashing lights or different colors for a helipad or an antenna up high, etc. or down hallways, or maybe to fake motion.

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https://ut99.org/viewtopic.php?p=150587#p150587
This is the link to another thread (different map). is an example map of using trigger lights so the mover shadow gets brighter, and glass door to let people assume there is light passing through.
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