Gah - a solution with more questions. – EntropicLqd

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==The Modest Mapper: Tips I've Learned Over Time==
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==Myself==
 +
I've been using Unreal Editor for a little bit, and I've made a few maps. I wouldn't say I'm a complete newbie, but I've got some learning to do. Thus far, learning is what I've been doing. Some people have noticed my improvement, but as of now I am relatively unknown. Hopefully with my consistent and steady use of the Editor I'll improve my skills and make that one map that rocks. From a rookie mapper to another rookie mapper, here are my pieces of advice.
 +
 
 +
*Look at really good maps that others have made. And I don't mean simply playing in them; open them up in the Editor and take a look at their techniques. For example, if you plan to build an Assault map for UT99, check out AS-Bridge or AS-Asthenosphere.
 +
*Check out this wiki for mapping lessons. These helped me get my foot in the door way back when. If there's something you don't know about or are confused on, look here first.
 +
*Instead of just throwing a bunch of rooms into the Editor, try visualizing your map before starting. Sometimes a simple sketch of the layout of the map will do; it gives you something to go off of.
 +
*Use general accepted techniques to avoid bad-looking maps: align textures, stay on the grid, try to avoid all-white lighting, and for crying out loud remember the music and screenshot.
 +
*Never release your first map. EVER.
 +
 
 +
==My Maps==
 +
Below, you'll see screenshots, descriptions, and critique for each of my maps. Some of the bullets were discovered by me, and some were feedback from others.
 +
===DM-GTarena][===
 +
[[Image:GT Arena--Screenshot.jpg]]
 +
 
 +
The original version of this was my third attempt under my old name Ju.L.mo. This '][' version is my fourth attempt. It is a stadium with two levels of seating, a stage, and a backstage area. Most of the texturing was done with UTtech1.
  
===DM-GTarena===
 
I originally submitted this map under my old name Ju.L.Mo. It is a stadium with two levels of seating, a stage, and a small backstage area. Most of the texturing was done with UTtech1 and ShaneChurch.
 
 
The Good:
 
The Good:
 
*Bots worked well
 
*Bots worked well
 
*Remembered to add music and screenshot
 
*Remembered to add music and screenshot
 +
*BSP was clean
 +
*Texturing was more consistent
 +
*Lighting was varied slightly
 
The Bad:
 
The Bad:
*BSP was a disaster
+
*Relatively simple map
*Texturing was inconsistent
+
*Not much sense of realism or setting
*All white lighting
+
 
*Layout forced bots to the bottom level
 
*Layout forced bots to the bottom level
*Did not beta test before release
 
 
What I Learned:
 
What I Learned:
 
*Use semi-solids to avoid BSP problems
 
*Use semi-solids to avoid BSP problems
 
*Avoid all white lighting
 
*Avoid all white lighting
*Use more consistent textures
+
*Add little details to create more realism
*Be sure to beta test
+
*Be careful when changing themes in a map.
 +
 
 +
 
 +
===DM-Usine===
 +
[[Image:UsineScreenshot.jpg]]
 +
 
 +
This is my first attempt at mapping in a long time, and fifth overall. The map use Hourences' Kraden texture package almost exclusively. It is a small factory-type complex, formerly used to store nuclear weapons.
  
===DM-Volant (Beta)===
 
So far this map is on the backburner with extra special plans to bring it back from the dead. It is a small research facility hovering over a crater. Texturing done using UTtech1/PlyrShip.
 
 
The Good:
 
The Good:
*Textures were consistent
+
*Major improvement over previous maps
*Added little details like computers and crates
+
*Environment 'comes alive' with sounds and sealed-off areas
 +
*Light color varies
 +
*Decent Z-Axis combat
 
The Bad:
 
The Bad:
*Bots were not well pathed
+
*Scale was incredibly large
*Plain incandescent lighting
+
*Several dead-ends
*Layout was terrible
+
*Long hallways with little cover
*No skybox completed
+
*Simplistic design
What I Learned:
+
What I learned:
*How to create terrain
+
*Design the map with a more realistic scale
*Avoid plain incandescent lighting
+
*Use decorations and additions to break up hallways
*Take into account layout when pathing
+
*Avoid long, empty hallways that destroy flow
*Use a layout that flows and connects everything to everywhere
+
 
 +
===CTF-Hauteur===
 +
[[Image:HauteurBaseScreenshot.jpg]][[Image:HauteurCenterScreenshot.jpg]]
 +
 
 +
I've finished this map, my sixth, and my first CTF. It is a space station of sorts, with towering walls and a reactor in the middle. It uses UtTech1 textures about 90% of the map. Although I finished it, I've decided not to release it, as it is my first CTF and will undoubtedly be worse than my next attempts at the game.
  
===DM-GTarena][ (Beta)===
 
After the Nalicity crash I got this map back in order to fix a few things on it. Most of what I've done so far has been technical stuff and slight retexturing.
 
 
The Good:
 
The Good:
*BSP is much cleaner
+
*Varied lighting
*Texturing is slightly more consistent
+
*Well scaled
*No more custom 'ad' textures
+
*Added realism with 'reactor' center
 
The Bad:
 
The Bad:
*Haven't changed the lighting
+
*Map ended up being too small
*Still need to fix texturing
+
*Several BSP errors
What I Learned:
+
*Only one way to the other base
*When and where to use semi-solids and how to fix errors involving them
+
What I learned:
 +
*Use multiple paths to the flag
 +
*Draw out maps before starting to avoid size problems
  
===CTF-Vieux (In Progress)===
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===CTF-Cour (Beta)===
Currently, I am working on my first CTF map. It is a basic design with texturing from Crypt2. The map is an ancient fortress with the two bases inside and you run around the fort to get to the other flag. Outside there are trenches and extra hallways for offense and defense.
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[[Image:Cour.jpg]]
  
===AS-RadarRider (Concept)===
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This is my latest project and, predictably, my seventh overall attempt. It is a multi-themed, asymmetrical CTF map with heavy use of Hourences' Pitores texture package, along with some modern and ancient touches. It turned out to be much smaller than I anticipated, but decided to release it for beta anyway, if only for feedback.
This one is a long way off, but I can still dream.
+

Latest revision as of 18:10, 8 September 2008

Myself

I've been using Unreal Editor for a little bit, and I've made a few maps. I wouldn't say I'm a complete newbie, but I've got some learning to do. Thus far, learning is what I've been doing. Some people have noticed my improvement, but as of now I am relatively unknown. Hopefully with my consistent and steady use of the Editor I'll improve my skills and make that one map that rocks. From a rookie mapper to another rookie mapper, here are my pieces of advice.

  • Look at really good maps that others have made. And I don't mean simply playing in them; open them up in the Editor and take a look at their techniques. For example, if you plan to build an Assault map for UT99, check out AS-Bridge or AS-Asthenosphere.
  • Check out this wiki for mapping lessons. These helped me get my foot in the door way back when. If there's something you don't know about or are confused on, look here first.
  • Instead of just throwing a bunch of rooms into the Editor, try visualizing your map before starting. Sometimes a simple sketch of the layout of the map will do; it gives you something to go off of.
  • Use general accepted techniques to avoid bad-looking maps: align textures, stay on the grid, try to avoid all-white lighting, and for crying out loud remember the music and screenshot.
  • Never release your first map. EVER.

My Maps

Below, you'll see screenshots, descriptions, and critique for each of my maps. Some of the bullets were discovered by me, and some were feedback from others.

DM-GTarena][

GT Arena--Screenshot.jpg

The original version of this was my third attempt under my old name Ju.L.mo. This '][' version is my fourth attempt. It is a stadium with two levels of seating, a stage, and a backstage area. Most of the texturing was done with UTtech1.

The Good:

  • Bots worked well
  • Remembered to add music and screenshot
  • BSP was clean
  • Texturing was more consistent
  • Lighting was varied slightly

The Bad:

  • Relatively simple map
  • Not much sense of realism or setting
  • Layout forced bots to the bottom level

What I Learned:

  • Use semi-solids to avoid BSP problems
  • Avoid all white lighting
  • Add little details to create more realism
  • Be careful when changing themes in a map.


DM-Usine

UsineScreenshot.jpg

This is my first attempt at mapping in a long time, and fifth overall. The map use Hourences' Kraden texture package almost exclusively. It is a small factory-type complex, formerly used to store nuclear weapons.

The Good:

  • Major improvement over previous maps
  • Environment 'comes alive' with sounds and sealed-off areas
  • Light color varies
  • Decent Z-Axis combat

The Bad:

  • Scale was incredibly large
  • Several dead-ends
  • Long hallways with little cover
  • Simplistic design

What I learned:

  • Design the map with a more realistic scale
  • Use decorations and additions to break up hallways
  • Avoid long, empty hallways that destroy flow

CTF-Hauteur

HauteurBaseScreenshot.jpgHauteurCenterScreenshot.jpg

I've finished this map, my sixth, and my first CTF. It is a space station of sorts, with towering walls and a reactor in the middle. It uses UtTech1 textures about 90% of the map. Although I finished it, I've decided not to release it, as it is my first CTF and will undoubtedly be worse than my next attempts at the game.

The Good:

  • Varied lighting
  • Well scaled
  • Added realism with 'reactor' center

The Bad:

  • Map ended up being too small
  • Several BSP errors
  • Only one way to the other base

What I learned:

  • Use multiple paths to the flag
  • Draw out maps before starting to avoid size problems

CTF-Cour (Beta)

Cour.jpg

This is my latest project and, predictably, my seventh overall attempt. It is a multi-themed, asymmetrical CTF map with heavy use of Hourences' Pitores texture package, along with some modern and ancient touches. It turned out to be much smaller than I anticipated, but decided to release it for beta anyway, if only for feedback.