Gah - a solution with more questions. – EntropicLqd

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  • ...making a simple map that you'll be able play in the game. The emphasis is on getting things done: concepts are explained briefly but can be skipped, and ...basics, you might want to check out the [[Legacy:Topics On Mapping|Topics On Mapping]] page.
    4 KB (603 words) - 06:33, 22 February 2008
  • ...] is the quality of the map that keeps the player interested, engaged and "on their toes". It can also describe the smoothness of gameplay a map deliver ...n textures. See [[Legacy:Texture Cull|Texture Cull]] for more information on culling textures.
    9 KB (1,470 words) - 16:18, 6 April 2006
  • ...ou can make the arena style like DM-Fractal where you must focus your flow on keeping the possiblity of fragging from every angle all while maintaining a ...ts should be present depending on the max players for the map. If you plan on allowing 5 max players, then place down at least 7-8 players start. It's go
    9 KB (1,617 words) - 17:51, 27 September 2007
  • ...aps, there are 3 control points - but you can have more or less, depending on the type of map you are making. A team gains control over a control point * Points that are very hard to defend such as anything on "DOM-MetalDreams".
    4 KB (754 words) - 14:32, 18 November 2005
  • ...pture the Flag (CTF):''' Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both flags to their ...on the map and few (if any) dead ends. CTF maps on the other hand thrive on natural choke points and have, by their very nature, at least two dead ends
    13 KB (2,334 words) - 10:50, 28 May 2007
  • ...st below will now show a scene. Select the newly created scene by clicking on that scene in the list box. ...tton, then an Interpolation Point will be added at the center of the view. On the other hand if the 3D-view is active and you push the button, then an In
    8 KB (1,377 words) - 08:16, 3 November 2012
  • ...Placing the scoring hoop at the end of a long thin ramp with certain death on either side is also fine. Currently there can be only one of these on a level. At the start of each round (or when the ball is reset) this is th
    6 KB (943 words) - 22:11, 28 December 2005
  • ...er in the bottom. The redeemer, ion painter, and the lightning gun will be on a near impossible-to-get-to butte in the middle of the canyon. You will use |A 1 on 1 Tower type map with multiple levels that you can ascend to when both of y
    7 KB (1,045 words) - 10:18, 8 February 2008
  • * [[Legacy:Map Ideas|Map Ideas]] – The Wiki page on map ideas. ...an approximate scope for this map based on it's goal and theme; make notes on map size, suggested player count, game objectives, etc.
    12 KB (2,012 words) - 20:35, 5 July 2011
  • ...actor of the class TeamActivatedTrigger. Specifics on this actor are given on the [[Legacy:Jailbreak/Classes|Jailbreak/Classes]] page. ...tant as in CTF: players will only spawn there at the start of the game and on release from the arena. At all other times they spawn in jail and walk out
    16 KB (2,592 words) - 02:14, 3 November 2009
  • ...the time being. If you'd like to add anything to it, please leave a note on [[:{{SUBJECTSPACE}}:{{BASEPAGENAME}}/Discussion]]. Design for Unreal maps focuses on elements that appeal to the player and that entice the player to explore th
    9 KB (1,524 words) - 12:07, 13 May 2008
  • ...aged to lose this somewhere along the way. Much criticism has been heaped on the maps that shipped with the game. Indeed as I consider the maps that sh ...ning. Superfist just sounds so fast, it's responsible for most of the wear on my car's back tires. :P
    12 KB (2,145 words) - 11:27, 24 December 2005
  • * [[Legacy:Topics On Mapping|Topics on Mapping]]
    3 KB (474 words) - 15:28, 17 December 2005
  • ...ticular [[Legacy:Gametype|gametype]] is determined by the '''map prefix''' on the filename. So if you want a map to appear in the game interface, its fil ...cause of its case insensitive match but the web server will not. Depending on server settings this will result in either a stream download (slow) or a re
    2 KB (239 words) - 17:08, 12 September 2006
  • ...get stuck on some trivial decoration–then it's not just a "lame bit" on your map, it's a serious inbitor to gameplay. Most deathmatch map, but especially 1-on-1 deathmatch maps, are based on a series of major and minor nodes. If you run around in them it's pretty ea
    5 KB (896 words) - 16:11, 18 December 2005
  • ...ture the Flag (VCTF):''' Two teams both have a movable flag that's planted on an immobile flag base. A team scores a point by getting both flags to their ...bots will ride a tank or leviathan on top of their flag to defend and camp on it.
    12 KB (2,038 words) - 20:44, 11 April 2012
  • * Vehicles allow players to cover ground much faster than they can on foot. The location of the Power Nodes on the map is one of the crucial factors to how fast or slow your map will pla
    14 KB (2,436 words) - 19:48, 12 February 2009
  • ...four objectives if you are locked behind the fifth... You can put triggers on the other side of objectives that once reached are triggered, or you can ma ...ou want him to take a different route, you will place an AssaultRandomizer on the shorter path someplace where he can not get around it by addtitional pa
    9 KB (1,482 words) - 21:36, 4 January 2006
  • ...torial|Assault Mapping Tutorial]] which is a fairly comprehensive tutorial on making assault maps. ...so it is as if it was never there. When the door shuts again it turns back on. This is very useful if you have a lot of indoor-outdoor areas.
    5 KB (932 words) - 18:53, 5 February 2009
  • Depending on whether you want images for the map thumbnail or action shots, bots are a c ...code>togglescreenshotmode</code> command at the console to toggle all HUDs on and off.
    8 KB (1,342 words) - 07:02, 13 September 2006

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