I love the smell of UnrealEd crashing in the morning. – tarquin

Difference between revisions of "User:16mentaltempest"

From Unreal Wiki, The Unreal Engine Documentation Site
Jump to: navigation, search
Line 1: Line 1:
 
==The Modest Mapper: Tips I've Learned Over Time==
 
==The Modest Mapper: Tips I've Learned Over Time==
 
I call myself the modest mapper because I am a slow learner of the Unreal Editor but I build off other's knowledge and experience based on the feedback, both positive and negative, they give. 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.
 
I call myself the modest mapper because I am a slow learner of the Unreal Editor but I build off other's knowledge and experience based on the feedback, both positive and negative, they give. 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.
===DM-GTarena===
+
 
 +
===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.
 
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
+
 
+
===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)===
+
===AS-RadarRider (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.
+
I have just started working on this map. The objective is to destroy a radar dish and the surrounding facility, which is located inside a volcano.
  
===AS-RadarRider (Concept)===
+
===CTF-Hauter (In Progress)===
This one is a long way off, but I can still dream.
+
In conjunction with the assault map, I have began working on this symmetrical capture the flag map. So far I have been using Playership texturing and as of 5/9/08 the basic geometry is almost done.

Revision as of 16:35, 9 May 2008

The Modest Mapper: Tips I've Learned Over Time

I call myself the modest mapper because I am a slow learner of the Unreal Editor but I build off other's knowledge and experience based on the feedback, both positive and negative, they give. 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.

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
  • 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

AS-RadarRider (In Progress)

I have just started working on this map. The objective is to destroy a radar dish and the surrounding facility, which is located inside a volcano.

CTF-Hauter (In Progress)

In conjunction with the assault map, I have began working on this symmetrical capture the flag map. So far I have been using Playership texturing and as of 5/9/08 the basic geometry is almost done.