Always snap to grid
This page is the starting point for all topics of Mapping, the design and creation of gaming areas (aka, maps or levels) with the Unreal Engine. Beginners should first acquaint themselves with the Mapping Lessons before going over these topics. Also, check out Basic_Procedure for directions on tasks commonly performed when mapping.
This section covers general planning, layout, gameplay and flow.
- Gameplay – Super topic on concepts and elements of satisfying game design
- Gametype – A hub page on mapping for each Unreal gametype
- Map Design – Game concepts and elements related to map design
- Map Flow – Maximizing the value of a map's gameplay through design
- Map Planning – Techniques to define and refine a map layout design
The technical specifics of creating the world. BSP, terrain, static meshes, skyboxes, PlayerStarts. For a gentle introduction to this, follow the Mapping Lessons. The technical concepts involved are explained on Unreal World.
- UnrealEd Interface – articles on the Wiki should explain as they go, but here we have the full reference for working with UnrealEd.
- General Scale and Dimensions
- Building with CSG
- Building with Static Meshes
- Map Optimization – How to Use Zoning and Antiportals to Get the Best Performance
- Map File Prefix
Using textures, lighting, materials.
- Using Materials
- Creating A Material
- Adding Polish To Maps
- Map Atmosphere – Comparison between maps' atmosphere between UT and UT2003
This section covers the standard practice of supporting AI players (aka, Bots).
- Bot Support – A hub page for bot support
Miscellaneous AI Support
This section covers non-standard AI support: Monsters, NPCs, etc.
- Artificial Intelligence – Super topic for all AI, including bot support, custom NPCs and monsters.
SuperApe: This page is just here to hold the Topics On Mapping stuff I worked on, in case it's needed after Graphik works on it. Please save.