Collab Mapping #01 Phase 1/3

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GenMoKai
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

yeah idd. Btw 1 little question. Are secret areas allowed?cause i have an idea as usual
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Dont have to ask ME
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GenMoKai
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

yeah. Myth has to. I know
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Ok, updated the download in the first post. I've changed papercoffee's jump elevator zone back to the original, (it seemed to work better) and fixed that brush order.

@Gen: Yeah, sure, secret areas are allowed.

@Creavion: If you got some good ideas to how to connect those then please do so. Just let me know if you do it or not.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

Everything is fine. I got them connected (both Gens part, papercoffees part and the start part). I am just freaking slow atm with the architecture.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

I don't know why and I don't know how ...but I opened my collab map part today and I see the ugliest bsp cuts in my whole mapping life. Brushes are gone... I mean the marker ...away :shock: ...What did happened? I played in this section and everything seems alright. And now...

But the biggest question I have...

Myth ...HOW THE HELL DID YOU FIX THIS?
How did you make the Zone working without this evil cutting sheet brushes??
please tell me... I couldn't figure out how you did this.
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Re: Collab Mapping #01 Phase 1/3

Post by GenMoKai »

why upload a map what isnt finished yet? :? Make no sense to me... But i leave it over to myth
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

@GenMoKai: Your area is big enough to hold 2 playerstarts. :D Pathnodes and inventory and things like that will get patched up in phase 3/3.
@papercoffee: I just imported the brush you used in the first upload. That's all. Also, I keep a strict brush ordering and portals cut everything.
@luluthefirst: I think you can put any map on any server nobody will complain. But you should wait until the map is finished.
@Renegade: REPORT IN! Are you alive?

Ok, now just as papercoffee suggested I'm going to build the part which reconnects to the isolated brush, over my first section.
Untitled.jpg
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Creavion
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

ut99untitled07CrevPart2b_fix.zip
Shot0055.jpg
Shot0056.jpg
Shot0057.jpg
Shot0058.jpg
Shot0059.jpg
Shot0060.jpg
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About to be non-active
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

Myth wrote: @papercoffee: I just imported the brush you used in the first upload. That's all. Also, I keep a strict brush ordering and portals cut everything.
I don't get it... the first brush was a non-solid tube and the Zone doesn't work ...my whole section was flood by the low grav zone info. :noidea :???:

@ Creavion
...really cool this looks so abandoned.
The floor lights looks familiar :mrgreen:
...where is your "replace me" brush in the last picture aiming to. I will take this section.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

@ Crev
Somehow in your old section are nasty HOMs did you "fix" some thing there...?
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Re: Collab Mapping #01 Phase 1/3

Post by Myth »

Ok, merged everything. First post was updated again. Included Creavion's second section, my third section and some BPS holes.

@forum: I've been doing my best killing all the BSP's. The current build I've changed some brushes solidity, subdivided a few others but there are 2 visible BSP errors. 2 HOMs, one them is where papercoffe specified the other one appeared in Creavion's new section just after the rebuild. You may think that Crev's semisolid army of trimming brushes are the problem or those high poly solid pipes, but I traced these back to GenMoKai's cave. Whenever I don't include Gen's cave into the build these don't appear. Now I don't want to test every brush from Gen's cave. It's most probably not the cave its self but some other additive brush inside it.

@Renegade: BUMP.
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Re: Collab Mapping #01 Phase 1/3

Post by Creavion »

I have to admit.. the celling section is a pretty good idea. From the idea your best section so far, I think. Good place for a powerful powerup. :thuup:

paper: No, did not change anything there. Or better yes I have.. I have added a geometry balancer under the cave, otherwise the map would be totally messed up, or even more.

Anyway, I think I am out for a while. Lets hope that Ferali or/and Alex will also contribute something.
About to be non-active
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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
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Re: Collab Mapping #01 Phase 1/3

Post by Renegade »

Image
Image
Image

This is as far as I got.
As you can see, the walls are still untouched and there was supposed to be a lift between the two central pillars with lights.
Theme mismatch and too big :?
No lighting, no items. Haven't mapped in a couple of years and I forgot how long vertex editing/trimming takes.
I think I'm going to have to make something more simple or drop out.

EDIT:
I'll Drop. I need more practice before I can feel comfortable submitting something.
Last edited by Renegade on Mon May 24, 2010 3:18 am, edited 1 time in total.
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Re: Collab Mapping #01 Phase 1/3

Post by papercoffee »

@ Crev
What is a geometry balancer??

Oh I found another error ...nothing really bad, but ...look.
(the second pic is no map error only levitating crates :mrgreen: )
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