Collab Mapping #01 Phase 1/3

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Renegade
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Creavion wrote: BTW: I think papercoffee might have a small problem now with his part, since he has to "calculate" Gen`s map part as well. I just think from now on its a little bit tricky.
Yes I was going to say something along those lines. Gen's "replace me" area is 96uu away from one of Myth's and on different levels/lines making it difficult for a simple doorway. Perhaps when its under 128 to another room you should save some trouble and make an effort to allow for an easy connection,

Oh, and count me in. I'm building off of whitey's room on the lower level.
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

there is an easy solution... i create a screenshot
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Ok, I've finished my section.
I'm glad to see that more mappers are interested.
I took Gen's section into consideration and added a drop-down. It has to be connected whit Gen's section by someone else.
Now we only need a place where players can climb up.

Merged and updated first post.

Current map state:
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Download
ut99untitled05.zip

In the background I'm managing the map and killing any BSP errors I see.
Changes to some sections
@Creavion03: I've set the solidity of 2 semisolid brushes that you copied from me to non-solid since they don't have collision and caused a minor BSP bug.
@Myth01: I've set the solidity of the crate to solid. Subdivided a subtractive brush. (Its my section but whatever the safer the better)

If you notice any BSP holes, missing geometry or bugged geometry BUMP me.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Nice stuff. Maybe next week or so I can build an other part.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

I am not lazy but I have not much time ...but I got it so far as it is now ...I hope I can finish it tomorrow. :sad2:
I don't know where to put the second place holder?
EDIT---------------------------------
Oh and btw. don't look at the texture the wall is not finished
Myth wrote:Now we only need a place where players can climb up.
climb up? Hey ...I planed for my part something to change levels as you can see in pic 3 is the place holder over the entrance.
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

I was referring to Gen's section. to climb up from there.
The first replaceme brush (marked whit red) in my section got pretty much isolated. (pink)
Clipboard01.jpg
(yellow) It might be possible if we build a few more sections above, but I think it's not really worth it.

Should I close it up?

IF we want to build an upper section we need more than one place to climb up. It would be best if we start using some movers in that case.
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Re: Collab Mapping #01 Phase 1/3

Post by rohitggarg »

The area marked WTF :P could use an alternate path maybe which goes downstairs kind of.. where you can find a nice round storage tank with lotta ambient light :D..
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

@ Myth and Rohitgarg
My section is aiming to this isolated "replace me" don't close it ...please.
And no I don't use movers ...it is something special... Ok I tell it. It is a jump-elevator, a regional bordered low-grav field.
Today I'll finish my part.
And I know where I can put the other replace me. Can some one make a close screenshot of GenMoKais exit near my Section. Or I send Myth my finished part and he merge 'em and I take it again to build a proper connection between GenMoKais and my part.

What about the downward ramp Who use it? Otherwise I take it too and build some nice connection after that.

Btw ...is it allowed to copy some brushes from other builders?
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

papercoffee wrote: Btw ...is it allowed to copy some brushes from other builders?
Just do it. I also copied some stuff from Myths first part. At the end its even a good thing to adapt our map parts. So dont worry about that.

@Myth: I think you have to kill the isolated replace me brush. The other stuff looks so far ok IMO. Actually it looks like a curcuit. If we progress carefully from now on, I dont think it will cause any bigger problems. From the Top View I would say we have to "map" downwards.
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papercoffee
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

Creavion wrote:@Myth: I think you have to kill the isolated replace me brush. The other stuff looks so far ok IMO. Actually it looks like a curcuit. If we progress carefully from now on, I dont think it will cause any bigger problems. From the Top View I would say we have to "map" downwards.
papercoffee wrote:@ Myth and Rohitgarg
My section is aiming to this isolated "replace me" don't close it ...please.
Nonono ...or I have to rebuild everything ...Come one! Why no second storey???
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

@papercoffee :
I'm not closing anything, until you agree to close it.
You have 2 options:
• agree to close that brush and you build something else.
• build that jump-elevator properly from where players can access 2nd storey sections.

When you finish your section we'll see what we can do about that ramp.
There will probably be a smaller section which connects the 3 sections.

You can copy small parts from other sections, such as lights boxes pillars ect. Don't forget to remove them from their groups.

@forum: I think I should make a basic sky-box.
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Elevators, Ramps, Jump Pads.
You could always use portals/teleporters.
I'm putting one in my room. I'll post pics later today with options. I'm at school.

Oh, and for the map music:
http://modarchive.org/
I've literally spent hours sifting through stuff on that site.
And all files are easily converted.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Teleporters were hated by several mappers, since they "force-cheat-change" the layout. DM-Gothic is the most fitting example for this. Personally I dont have a problem with that, but I also try not to overuse them.
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Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
Myth
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Creavion wrote:Teleporters were hated by several mappers, since they "force-cheat-change" the layout. DM-Gothic is the most fitting example for this. Personally I dont have a problem with that, but I also try not to overuse them.
My opinion too.
I'd figure we can use teleporters if the layout gets really bad, later in phase 2.

.
Renegade wrote:Oh, and for the map music:
http://modarchive.org/
I've literally spent hours sifting through stuff on that site.
And all files are easily converted.
I've got the music part covered. I'll just open ModPLugTracker and try to make something original.
Also a lot of mods from modarchive aren't 100% compatible whit UT, just so that you know.
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papercoffee
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

PROBLEMS!!! ....My jump-elevator doesn't work as planed :cry: ...I quit it an use ramps ...I'll put a rocket-launcher in my section.
Oh and I figure out a connection to GenMoKais part (second picture)
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