I love the smell of UnrealEd crashing in the morning. – tarquin
Difference between revisions of "User:16mentaltempest"
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==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: | ||
− | * | + | *Relatively simple map |
− | * | + | *Not much sense of realism or setting |
− | + | ||
*Layout forced bots to the bottom level | *Layout forced bots to the bottom level | ||
− | |||
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 | ||
− | * | + | *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. |
Revision as of 16:35, 9 May 2008
Contents
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.