DM_Infiltrated is final and ready to download here.
http://files.filefront.com/DM_Infiltrat ... einfo.html (http://files.filefront.com/DM_Infiltrated_By_arramus/;6801453;;/fileinfo.html)
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Hey all.
I spent last year using the Monolith Editor and had a real blast modding FEAR. The AI work very well online and we've had quite the COOP fest.
For this year I'm looking to get back into Unreal Editing and also dabble with BF2142 mapping when that editor is released.
A lot of game developers are switching away from old game engines and licensing the UE due to its ease of programming and award winning features. To ensure the transition to Unreal Engine 3 Editing is a smooth one I'm going to brush up with the RC mapping. I haven't touched UE for over a year so it'll take some time to get back into it all but to start with I'll make a map for the Ecliptical Realms Bacta events.
This one is called Squizzle for the moment and will be split into 3 distinct zones - a Rep, Trando and a neutral area. There'll be plenty of routes linking to clash points and it'll use lighter weapon pickups to reflect what the ER gamers prefer.
Here's a few screenies of the main base area for Trandos.
(//http://static.filefront.com/images/personal/a/arramus/49990/bpngtxwdfh.jpg)
The ramp leading out of the main room is a flat additive brush. The mesh type texture will allow you to see underneath so I'll light it up a little to give it some atmosphere.
(//http://static.filefront.com/images/personal/a/arramus/49990/zskrabctvu.jpg)
These teeth are far too rusted to chop down on you...I hope.
(//http://static.filefront.com/images/personal/a/arramus/49990/abdvrtncgy.jpg)
A little defensive cover for base attacks.
(//http://static.filefront.com/images/personal/a/arramus/49990/szuppageww.jpg)
DUDE!!!
Arammus is back!!
Three cheers for arramus!
Hip hip hooray!
Hip hip hooray!
Hip hip hooray!
Welcome back Arramus!!!
whoa, Arramus is back again! W00t!
btw you can already practice with the new unreal engine. The game RoboBlitz which is available via Steam, "ships" with the editor! The game is known as crap though..
Looks like another kick butt map, I'll be sure to download it on my gaming PC asap. :)
And woot for Arramus coming back. :D
Quote from: "DooFi"whoa, Arramus is back again! W00t!
btw you can already practice with the new unreal engine. The game RoboBlitz which is available via Steam, "ships" with the editor! The game is known as crap though..
Hey DooFi,
I played the demo of RoboBlitz to get a feel of the game physics and new look. The concept of RoboBlitz felt like a macromedia flash puzzle but it was still nice to see how the engine runs.
It's good to see everyone still working with the Unreal Engine and I have a lot of catching up to do to see who's still on the scene. Thanks for the welcome back.
Testing a little vertex editing to create curves to break up the straights a little. It can certainly have its tricky moments.
(//http://static.filefront.com/images/personal/a/arramus/49990/zbwmsgslnu.jpg)
Use the revolving extrude in the 2D Shape ed for curved hallways :D
I'm glad you're still here DooFi.
Always able to offer help and advice. The 2D shape editor makes some beautiful curved brushes very quickly and all in perfect propoption. This is a useful feature I'll put to good use.
The main central base area has been expanded with a couple more routes. This will make for more clash points and also more routes.
(//http://static.filefront.com/images/personal/a/arramus/49990/wftplvsnqt.jpg)
I'll either make another base like this for the Rep and have a central battle zone or I'm toying with a more Trando style map throughout with a landing area that will make for a Rep invasion. I'll see how the central area comes on.
(//http://static.filefront.com/images/personal/a/arramus/49990/qssbkmzwib.jpg)
WB arramus! :D how you doin? i dont really care :D jk
First off,most people refer to me as Lord Sammaron, k?
hey i finished a map finnally? it's under best map category (called Trench Battle or something or the other.
Once again,
QuoteWB arramus!
Hey Sammaron,
I took a look at Trench Battle and it has all the makings of a decent sniper map. Lots of trenches, and cover to take aim.
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Here are a few more images of areas outside the main Trando hive. There are 2 smaller areas and a main Trando launch pad area.
(//http://static.filefront.com/images/personal/a/arramus/49990/svoqezqsxu.jpg)
(//http://static.filefront.com/images/personal/a/arramus/49990/qpanzhcuci.jpg)
Here's a UE look at the scale and layout. You'll see a lot of SMs in the new areas. With all the extra detail, this will need optimising with Zone Portals to spit it up into bite size renders.
(//http://static.filefront.com/images/personal/a/arramus/49990/tzwpdvezdn.jpg)
I'm moving towards the idea of a Trando base that is stormed by the Reps. I'm thinking to add a terrain area just outside the base where the Rep landing craft will touch down. This will lead to the main entrance that will have seen some heavy munitions tear through the gates.
okay i feel pretty dumb now, but I did not use UEd for some time and i seem to remember the pinkish brushes are volumes. What are these volumes on the floor for?!
Looks fairly awesome! I'm afraid I will never get to play it. But this is certainly one of the few maps I'd download if RC worked lol
I covered the main floor with flat brushes to get the grating effect. Unfortunately, they do not come with any player blocking (just like those light sticksin the landing area) so I had to use some blocking volumes to account for that. It makes for a little more work and doesn't block gunfire or grenades but it will stop players sinking under the floor.
Aaah, that makes sense. xD I'm stupid..
Btw: You could also make a collision for the static mesh and save the mesh to myLevel, I don't know if thats better for the performance, but it seems logical since the engine then puts the SM and the collision into the vga-memory and does not have to calculate tons of brushes. Guess it's worth a try if you get fps problems :)
Tut on adding collision (//http://sandcrawler.net/rcmod/tutorials/19.html)
tut with my own design :P (//http://home.arcor.de/derdoofi/tut_ued_collision.htm)
Nice tuts. I'll see how the Zone Portals fare and add collisions if necessary.
Here's a pikky of the landing area for the Reps. This is where they enter the Trando base and cause grief. I'm going to change the terrain, lighting and SM alignment for the Trando base in due course but wanted to get this in to test scaling.
(//http://static.filefront.com/images/personal/a/arramus/49990/jvmdgwdmgt.jpg)
nice map can't wait to play on it. I'll put it on my site to make people get it. I'll put it in my map pack the new one k nice seeing you again and your maps your my hero
Here's a new texture and the start of detail to provide cover and atmosphere.
(//http://static.filefront.com/images/personal/a/arramus/49990/dhraysbfuw.jpg)
The long passageway has been broken up a little with some additions. One route will have some oil cans and this route has an upturned grate. UE cached lighting still looks better than some games with dynamic lighting.
(//http://static.filefront.com/images/personal/a/arramus/49990/lfbjgmbrcq.jpg)
Added some extra detail to all the areas and split them up into Zones for better rendering.
The outside area still needs a few terrain tweaks and a few more additions but it's almost complete.
(//http://static.filefront.com/images/personal/a/arramus/49990/cckswrtzgf.jpg)
(//http://static.filefront.com/images/personal/a/arramus/49990/pjzsshmgpl.jpg)
The green room is filling up with more detail with a view to providing cover and pick up points.
(//http://static.filefront.com/images/personal/a/arramus/49990/touyyipfjr.jpg)
The main courtyard has become a little more industrial with a crane, crates and change of light source.
(//http://static.filefront.com/images/personal/a/arramus/49990/gfiseaarnn.jpg)
The main base area is looking fuller with some additional SMs.
(//http://static.filefront.com/images/personal/a/arramus/49990/rmewxowqik.jpg)
Is anyone available for Beta testing over the weekend?
This maps nearing completion now and needs a good bug check. I'm renaming it to Infiltrate to reflect the theme.
DM_Infiltrated is final and ready to download here.
http://files.filefront.com/DM_Infiltrat ... einfo.html (http://files.filefront.com/DM_Infiltrated_By_arramus/;6801453;;/fileinfo.html)
There's a server up called sandcrawler.net running this map so I can make sure all's fine.
Thanks for help with testing the spawn points, pickups and terrain shockjaw.
(//http://static.filefront.com/images/personal/a/arramus/49990/ystskqupto.jpg)
(//http://static.filefront.com/images/personal/a/arramus/49990/tcddwzmsuv.jpg)
You can upload it to the download section on here, just hit add file and I'll approve it when I see an email from it.
Not sure if you knew you could or not, I was trying to keep all the files on this server, but I don't care much anymore. lol
Lovely. I used the uploader and it's all yours.
hi im making a map and im a n00b at it. I have a question. how did u get ur bots to not attack each other?
In the Bot Properties under Hidden set the bValidEnemy to False and they'll only attack the players.
tyvm