Cogito, ergo sum

Difference between revisions of "User:16mentaltempest"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
m (16mentaltempest moved to User:16mentaltempest: User pages belong in the User namespace.)
Line 18: Line 18:
 
*Be sure to beta test
 
*Be sure to beta test
  
===DM-Volant (Beta)===
+
===DM-Volant (Unfinished)===
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.
+
I was taken up with several new projects and decided to let this one go because my new maps would make this one look terrible.
The Good:
+
*Textures were consistent
+
*Added little details like computers and crates
+
The Bad:
+
*Bots were not well pathed
+
*Plain incandescent lighting
+
*Layout was terrible
+
*No skybox completed
+
What I Learned:
+
*How to create terrain
+
*Avoid plain incandescent lighting
+
*Take into account layout when pathing
+
*Use a layout that flows and connects everything to everywhere
+
  
 
===DM-GTarena][ (Beta)===
 
===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.
+
I decided to start this map all over again. It is still the same layout but there are different seating arrangements on the ground floor and the backstage area is bigger and has a garage door-like mover on it. It is nearly ready to be released as of 4/25/08
The Good:
+
*BSP is much cleaner
+
*Texturing is slightly more consistent
+
*No more custom 'ad' textures
+
The Bad:
+
*Haven't changed the lighting
+
*Still need to fix texturing
+
What I Learned:
+
*When and where to use semi-solids and how to fix errors involving them
+
  
 
===CTF-Vieux (In Progress)===
 
===CTF-Vieux (In Progress)===
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.
+
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. At the moment I am working on botpathing. This will be good training for my future assault map that I've been wanting to make.
  
 
===AS-RadarRider (Concept)===
 
===AS-RadarRider (Concept)===
 
This one is a long way off, but I can still dream.
 
This one is a long way off, but I can still dream.

Revision as of 21:07, 25 April 2008

The Modest Mapper: Tips I've Learned Over Time

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:

  • Bots worked well
  • Remembered to add music and screenshot

The Bad:

  • BSP was a disaster
  • Texturing was inconsistent
  • All white lighting
  • Layout forced bots to the bottom level
  • Did not beta test before release

What I Learned:

  • Use semi-solids to avoid BSP problems
  • Avoid all white lighting
  • Use more consistent textures
  • Be sure to beta test

DM-Volant (Unfinished)

I was taken up with several new projects and decided to let this one go because my new maps would make this one look terrible.

DM-GTarena][ (Beta)

I decided to start this map all over again. It is still the same layout but there are different seating arrangements on the ground floor and the backstage area is bigger and has a garage door-like mover on it. It is nearly ready to be released as of 4/25/08

CTF-Vieux (In Progress)

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. At the moment I am working on botpathing. This will be good training for my future assault map that I've been wanting to make.

AS-RadarRider (Concept)

This one is a long way off, but I can still dream.