Collab Mapping #01 Phase 1/3

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Myth
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Sorry for not posting anything for some time. I haven't really had the chance. I'm going to try merge it later today.

Edit: the secret part sounds really cool :D
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Filipe
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Re: Collab Mapping #01 Phase 1/3

Post by Filipe »

My part again but with a better ceiling
UT99untitled_Filipe.zip
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editor Dave
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Re: Collab Mapping #01 Phase 1/3

Post by editor Dave »

It looks much better now :tu:
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10-Year Anniversary on Jun 08, 2019.
LeviKOS
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Re: Collab Mapping #01 Phase 1/3

Post by LeviKOS »

Finally finished my room :)
kosut99untitled1.rar
Trere are no new replace me brushes, just the teleporter to be used.
I didn't upload any screenshots of my room. My Internet is too slow :ironic2:
Myth
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

BUMP
~3800 polys in view
Image
everything has been merged again. Filesize jumped up to 8MB.
CUSTOM TEXTURES ARE A PAIN IN THE ASS.
There are 3 possible bad outcomes... messed up texture reference, messed up texture or both at the same time resulting in countless editor crashes.
(it's all fixed now, you don't need to worry)

Inlcuded:
• Dave's 3rd section connecting my 3rd and paper's vents.
• My 4th section extending Gen's cave (4 new replacemes)
• Filipe's 1st section extending Renegades section (2 new replacemes)
• LeviKOS's 1st section also extending Renegades but instead of replaceme we have a teleporter.

Modifications:
• Modified the textures of that screen from Dave's 4th section. They were messed up and didn't remember how it was.
• Performed a Texture Cull becase somebody wanted to use a trim texture from richrig. He didn't use it after all but some of his brushes still contained the reference. You don't need richrig anymore to open and play the map. (this causes me some problems last week)
• There was an extra brush in papercoffee's 2nd section. It was removed.
• The vents from papercoffee's 1st section was shifted by 8 units as Dave suggested.
• Added player blockers to Renegades 1st and Dave's 3rd section so that the player can't climb up to the top of the world.
• Modified some parameters at the skybox... it should look a bit better now.
• Added some path nodes to where YOU forgot to put them
Last edited by Myth on Mon Jun 14, 2010 12:08 pm, edited 1 time in total.
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papercoffee
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

Myth wrote: • There was an extra brush in papercoffee's 2nd section. It was removed.
Huh? There was one ?? ...thank you Myth
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editor Dave
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Re: Collab Mapping #01 Phase 1/3

Post by editor Dave »

@LeviKOS: Your part looks great! Did you ever release something? The teleporter is perfect for transporting the people into the underground temple area from Myth (one of his ReplaceMe rooms).
@Myth: Now with that many new ReplaceMe rooms it will be a huge map! I'm excited in seeing how it will turn out in the end!
Last edited by editor Dave on Mon Jun 14, 2010 2:34 pm, edited 1 time in total.
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10-Year Anniversary on Jun 08, 2019.
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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

editor Dave wrote:@LeviKOS: Your part looks great! Did you ever release something?
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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.
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Renegade
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Myth wrote: • Performed a Texture Cull becase somebody wanted to use a trim texture from richrig. He didn't use it after all but some of his brushes still contained the reference.
This was me. I don't know how to texture cull (I wasn't aware such a thing existed) and I didn't feel like hunting behind brushes for it. So my fault.
I'll check out the wiki for how to do it.

@Levi
From Myth's screenshot your section looks nice. The ramps are nicely placed.
I'll D/L the latest tonight.
Still working on another section. I should upload it by Friday.
LeviKOS
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Re: Collab Mapping #01 Phase 1/3

Post by LeviKOS »

Creavion wrote:
editor Dave wrote:@LeviKOS: Your part looks great! Did you ever release something?
Thanks, I didn't think like my room because of lighting. Also, I've never released something before :?
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Filipe
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Re: Collab Mapping #01 Phase 1/3

Post by Filipe »

Nice job you´ve got there, LeviKOS
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

cool. Nice what you have made and for your first ''release''
Image
EAT THOSE FRIGGIN BANANAS !!!!!
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Renegade
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

wow. Nice job Levi. The lighting could have been better, yeah, but that theme is great.
Excellent job breaking up the room and keeping it interesting.
Architecture reminds me of Milb's Rodin and Ithaqua.
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Re: Collab Mapping #01 Phase 1/3

Post by LeviKOS »

Renegade wrote:Architecture reminds me of Milb's Rodin and Ithaqua.
How did you know? :shock: Actually I didn't release any stuff because I always have a great lack of ideas, so I can't create a new and nice architecture. I just "borrow" other people's architecture and make a few alterations. In this case I borrowed milb's rodin architecture. As an example there are the pipes near the elevator. And used same textures.
Also, I realized I'm the first to use a mover in this map :mrgreen:
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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

LeviKOS wrote: How did you know? :shock: Actually I didn't release any stuff because I always have a great lack of ideas, so I can't create a new and nice architecture. I just "borrow" other people's architecture and make a few alterations. In this case I borrowed milb's rodin architecture. As an example there are the pipes near the elevator. And used same textures.
Also, I realized I'm the first to use a mover in this map :mrgreen:
That isnt that bad at all. Most of my released maps were also heavily inspirered by other maps
Kamah -> Far Cry + DM-Ergatorium ? (should mean Factory, released by a buddy for ut2004, but was not tropical enough for me and had no beach)
Mobias 4, Nadaus, Arctic Decay and Sacrimossa -> heavily inspired by Unreal Championship 2
DM-Ry... hell I can not even spell its name -> DM-Rankin clone
Compressed 3 - > obvious I think...

Don`t worry about that to much. Its all part of the learning process :>
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
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.