Collab Mapping #01 Phase 1/3

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rohitggarg
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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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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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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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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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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

papercoffee wrote: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)
Ah nice :) never seen mapping from you to be honest, hmm what idea do you have in mind then of the part of mine? And upload the map ? so we can work further? :tongue:
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

I upload the Map today ... have an Idea how to make my jump elevator work.
@ Gen do you see the downward ramp? Over the ramp I will build an corridor-bridge combination to connect our parts. The bridge will be build of grating and girder so you can see down to the ramp

Arghhhh I don't have group my brushes!
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

IT WORKS ...YEAH !! The Jumpevator is ready to use ...now I can finish my part. :loool:
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Ok. I ended up using the other two exits of Whitey's room and not the one I specified in order to avoid possible collision with PapersCoffee's addition.
I made the room similar to Myth's 2nd in that it's sort of a "corner/roundabout" room so someone can start building the other way and complete the "circuit."
There is one teleporter in there that can be replaced with some armor/ammo if needed.
Screenshots up tommorow night once lighting is finished. I haven't mapped in a while so I'm spending some time getting it right.

Oh, and I was wondering if you've guys seen this:
http://www.youtube.com/watch?v=7l3LfBHb ... re=related
Dynamic moving water.
There's a D/L link in the description. Haven't tried it yet but it doesn't look too bad in the vid.
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Renegade wrote:Oh, and I was wondering if you've guys seen this:
http://www.youtube.com/watch?v=7l3LfBHb ... re=related
Dynamic moving water.
There's a D/L link in the description. Haven't tried it yet but it doesn't look too bad in the vid.
It was posted here before. It's just an animated mesh. Just like any other animation in ut99. It looks nice at first but the more you look at it the less awesome it when you realize it's a small repeating mesh and it all moves at the same rate.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

Ok I need help ...first I have build a tube of sheeds and it worked like I planed ...but I got bsp cuts... nasty one.
I reworked it over and over and can't get it work... I am in in despair.

PLEASE :help: !!!

I post a version what show how it should look like ...but it don't work.
this is not the final ...no Bot support and no player-spawn (and no weapon)
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