Worst-case scenario: the UEd Goblin wipes the map and burns down your house.
User:16mentaltempest
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][
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
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
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)
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.