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Inferno
December 3rd, 2009, 04:31 PM
http://dedi-servers.net/ftp/dmt/my%20first%20brush%20map.PNG

So yeah. I've got a layout very roughly based around damnation. It's symmetrical and is basically a couple of outdoor areas connected by large underground tunnels and passages with a massive chasm in the center. There are tunnels leading around both sides of the chasm and a big bridge. The entire layout is multi level and my drawing of it is nearly impossible to comprehend unless you know what the hell it's supposed to be. So there's not point in posting it. ( plus my drawings are fucking shit :v: )

I'm using the UT3 NEC packages to make this map specifically the ones used in the map "Sanctuary".
I'll post more as I get it done. Go ahead and crit the stuff above. I think I want to make the cliffs higher on some sides and find a better grass deco layer.

Update #1

Started on interiors.

http://dedi-servers.net/ftp/dmt/my%20first%20brush%20map%202.PNG

Dwood
December 3rd, 2009, 04:56 PM
Looks all right to me... Then again I'm used to seeing Halo's engine so :P

Inferno
December 3rd, 2009, 11:14 PM
Update.

http://dedi-servers.net/ftp/dmt/my%20first%20brush%20map%202.PNG

Interiors have been started on.

BobtheGreatII
December 3rd, 2009, 11:27 PM
Looking good, can't say much though, I'm still making box maps in UE3.

MetKiller Joe
December 4th, 2009, 10:44 AM
Break up all of those similar looking rocks. It'd make the scene a lot more interesting.

Looks really good though.

Limited
December 4th, 2009, 01:25 PM
Looks great, keep up the good work.

Inferno
December 4th, 2009, 04:01 PM
:iamafag:

I've figured out how intersect and deintersect work. Makes things a lot easier.

FRain
December 4th, 2009, 07:39 PM
What does intersecting/deintersecting do?

Inferno
December 4th, 2009, 07:43 PM
Takes the shape of surrounding brushes and modifies your brush accordingly. You would have to see it to understand.

- edit -

Also this.

http://forums.beyondunreal.com/showthread.php?p=2391957#post2391957

JackalStomper
December 5th, 2009, 02:14 PM
I hope that's not the entire map.

The layout doesn't look like it would work very well with Unreal's gameplay at all, much too open. It seems as if your mind is still stuck in Halo map design mode, with large open areas and little breaking up the lines of fire. That doesn't work with Unreals instant hit - infinate range weapons.

Despite what MetKiller Joe said about the rocks, you really shouldn't be putting that much detail into a map like that at this point anyway. You should just get the basic layout made up in brushes, test the gameplay, and see if it's worth anything. After that you can focus on the visuals.

While on the topic of visuals I'll say a thing or two about how you plan on using Necris meshes... with arboreal styled terrain?
While Terra is a very lush planet, you won't find any Necris structures on it. And the Necris homeworld itself is almost entirely desrt based. hmmm...

Perhaps you can just go with the "I don't give a fuck" method and do it anyway, but it adds depth to the theme of the map if you actually put some thought into where it takes place.

What gametype is this supposed to be for?

Inferno
December 5th, 2009, 03:11 PM
CTF and DM. That is only 1 corner of the map. There are a lot more close quarters interior areas but the top left and bottom right of the map will be those large open fields.

And since when is open bad in unreal? Lol most of the good maps are pretty open. Small maps end up being completely dominated by flak cannons.

t3h m00kz
December 5th, 2009, 04:36 PM
and bio rifles.

For good indoor design ideas that would work well with Unreal, think of maps that have multiple rooms with multiple entrances. IE Chillout, Longest or Rat Race, but something like Damnation may work. Hang Em High and Carousel wouldn't work as well due to the overall open-ness. It would turn into an upper-ground campfest.

In the case of Halo 2 and 3, good maps would be The Pit, Midship, Lockout, Guardian, and probably Citadel or Epitaph.

Quake III (or Quake Live) had good indoor designs. Campgrounds was a good one. Unreal's maps have some good designs too, Deck, Rankin and some of the 1v1 maps.

As far as good outdoor designs go, I suppose Halo-style maps would work well with something like VCTF, considering the fact that it's pretty much Halo's CTF, just, you know.. for Unreal. I'd suggest if there's any indoor areas as "alternate routes" keep them a similar layout as something like Chillout or Lockout, the whole "multiple rooms" thing.

Sel
December 5th, 2009, 05:10 PM
looks like shit

you're such a shit mapper

also ths game sucks

t3h m00kz
December 5th, 2009, 05:50 PM
sel's just mad he can't do this

ZIJEPM5ztlU

:realsmug:

Inferno
December 5th, 2009, 08:49 PM
Yeah poor selentic. Not only does he make terrible maps but now hes making one for a Terrible Fortress 2.

edit-

Oh and btw. The entire map will consist of transfers from low to high ground. Dun worry. It all gun b k.

Sel
December 5th, 2009, 11:27 PM
gameplay

Sorry I think you have the wrong section, posts pertaining to gameplay belong in the Tf2, and CE forums.

Inferno
December 5th, 2009, 11:31 PM
LOAWL!

TF2 has gameplay? I couldn't tell since the entire server was pyros and soldiers!

Oh and Pistols: Custom Edition.

Sel
December 6th, 2009, 11:41 AM
LOAWL!

TF2 has gameplay? I couldn't tell since the entire server was pyros and soldiers!

Oh and Pistols: Custom Edition.

I can understand that being an unreal tournament kiddy, you wouldn't understand what gameplay and balance were, don't worry it's not your fault, it's how you were brought up. :)

Jean-Luc
December 6th, 2009, 11:50 AM
Sorry I think you have the wrong section, posts pertaining to gameplay belong in the Tf2, and CE forums.
Unreal Tournament has some of the strongest gameplay out there. Get out :maddowns:

As for the map, I'd suggest making the bottom of the rock/cliffs blend into the grass more. Right now, they stand out in an almost comical way.

JackalStomper
December 6th, 2009, 12:25 PM
Sorry I think you have the wrong section, posts pertaining to gameplay belong in the Tf2, and CE forums.

Trolling are you? You can't have much gameplay with the lag in CE now can you?

It's why I laugh at "pro" players in Halo PC.


ANYWAY....

Just one corner eh? So is that supposed to be a base for a team? No allot of structures at this point. Is it going to be a straight port from CTF to DM? Or will you make some changes to make it play better?

Inferno
December 6th, 2009, 03:34 PM
Well this is my first time designing for unreal game play. Don't judge the layout by this. There is a lot more to come.

And how should I do the cliff blending?

Jean-Luc
December 6th, 2009, 03:43 PM
And how should I do the cliff blending?
Taking advantage of lighting will help you immensely as a start.

I'll look through some maps later to give you some better advice.

Inferno
December 6th, 2009, 04:35 PM
The map is coming together slowly. I've almost finalized the layout. Then there will be testing. And then there will be cake.

edit-

Pictures in a second. I'll just add them to this post.

edit 2 -

I mirrored the map so I can actually have things all line up properly but I will variate the terrain and cliffs once I get everything in place.

http://dedi-servers.net/ftp/dmt/decesndent%20WIP%201.PNG
http://dedi-servers.net/ftp/dmt/decesndent%20WIP%202.PNG
http://dedi-servers.net/ftp/dmt/decesndent%20WIP%203.PNG
http://dedi-servers.net/ftp/dmt/decesndent%20WIP%204.PNG

Inferno
December 8th, 2009, 09:34 PM
Uhhhhh Crit?

neuro
December 9th, 2009, 05:11 AM
cook the bugger and let's try it.

SMASH
December 9th, 2009, 10:41 AM
I like. Better than I can do currently. Are those rocks static meshes?

DEElekgolo
December 9th, 2009, 12:46 PM
Where you get those rocks?
What is brushed and what is a static mesh?

neuro
December 9th, 2009, 01:21 PM
that's ut3.

it's got all the stuff from the game in it.

Sel
December 9th, 2009, 01:59 PM
why dont you finish working on a good map (revelations :) :) ) with a decent layout before trying and failing at making your own!

Inferno
December 9th, 2009, 03:26 PM
Revelations is so terrible that bots don't path properly on it.

But besides the bot pathing problem it's totally playable.

BTW

Beta soon.

Sel
December 9th, 2009, 03:36 PM
:)

Inferno
December 9th, 2009, 03:51 PM
So baddie. When we play dis map you want to play get combo raped by me and m00kz?

Inferno
December 9th, 2009, 06:18 PM
Map layout is done. I'm adding the giant death pit in the center then I'll start working on weapon/teleport/jumpad/bot path/spawn/etc layout.

Because what's a map without a giant pit of death to knock people into with the rockets?

Jean-Luc
December 9th, 2009, 09:09 PM
Because what's a map without a giant pit of death to knock people into with the rockets?
You are a wise man; I love DM - Gael! :neckbeard:

Inferno
December 9th, 2009, 09:16 PM
Maps pretty much done. I need to add interior lights of some kind and then set up the gametype shit.

After that it's beta time. Possibly Friday.

Sel
December 9th, 2009, 10:45 PM
So baddie. When we play dis map you want to play get combo raped by me and m00kz?

I'm down to play whenever lol.

.Wolf™
December 9th, 2009, 11:20 PM
Need to get this game before friday........

t3h m00kz
December 9th, 2009, 11:45 PM
you won't regret the money you spent.

Pick up a Shock Rifle and enjoy the fuck out of it.

http://www.snipersparadise.net/images/emoticons/s-shock.gif

Sel
December 10th, 2009, 03:27 PM
you won't regret the money you spent.


Yeah games you play once, and then just leave on your steam account are great :downs:

Inferno
December 10th, 2009, 08:52 PM
Map is lighted. Beta tomorrow.

:iamafag:

Gwunty
December 12th, 2009, 12:02 PM
cant see the images bro

Bastinka
December 12th, 2009, 07:13 PM
Image links are dead.

Inferno
December 12th, 2009, 10:20 PM
Yeah uh...

Dedi-servers.net is down.

Uh.

Yeah. Fuck my life.

Cortexian
December 13th, 2009, 06:02 PM
pl_revelations

go

Inferno
December 14th, 2009, 04:08 PM
Okay prosefs. I tested the map with my freind on LAN and it played pretty well so I started texturing and detailing today. So far it looks good. I'd post pictures but my FTP is down.

:saddowns:

=sw=warlord
December 14th, 2009, 04:12 PM
Okay prosefs. I tested the map with my freind on LAN and it played pretty well so I started texturing and detailing today. So far it looks good. I'd post pictures but my FTP is down.

:saddowns:
www.tinypic.com?
The site all the Pr0 MLG use yo.

Inferno
December 14th, 2009, 04:14 PM
Too lazy. I have some hope that dedi-servers might come back.

:saddowns:

t3h m00kz
December 14th, 2009, 06:05 PM
dude you gotta use protobucket, I'm seriously

Inferno
December 14th, 2009, 06:09 PM
Loawl.

I'm going to find a new upload spot soon.

Inferno
December 15th, 2009, 12:26 PM
Fuck yes my luck is good. Dediservers is back up.

Inferno
December 16th, 2009, 12:07 AM
Ladys and Mentlegen! I am proud present my first brush map DM-CTF-Transcendence. (desaturation filter not included)

I was going to write a lengthy game play review and description but I'm tired and lazy. I'll upload a game play video tomorrow since I plan on playing it on LAN for some serious testing.



http://screenshot.xfire.com/screenshot/natural/02129721f4e9893084c9907321cde826991eb0d4.png
http://screenshot.xfire.com/screenshot/natural/c72df199c934a76e504d488c2728837423816d48.png
http://screenshot.xfire.com/screenshot/natural/fcba67d4e18adbccd9f2f9efad2c8b0689fa3f3d.png
http://screenshot.xfire.com/screenshot/natural/f91e4169751b89f08edb2872ebdfe1a85b55e801.png
http://screenshot.xfire.com/screenshot/natural/6fd5d41591b61f7a9429f85623f9e80ca5c7d997.png
http://screenshot.xfire.com/screenshot/natural/fd50b8134c108c309fdd69bddcb53c984911e147.png
http://screenshot.xfire.com/screenshot/natural/73a4de8ad51a40d4ae14097f775975838ecb1ebf.png
http://screenshot.xfire.com/screenshot/natural/653f1c87d5881160dd25a94f62204bc2bc9898d7.png




( Please rename the thread :v: )

neuro
December 16th, 2009, 04:44 AM
looks rather empty.

Anton
December 16th, 2009, 06:36 AM
looks rather empty.

Agreed.

Malloy
December 16th, 2009, 12:22 PM
looks like a damnation influenced forge attempt,

purdy though :)

Inferno
December 16th, 2009, 01:25 PM
It plays well IMO.
The range is varying since a lot of areas have great sniper coverage but easy ambush spots.

edit-

Who wants to beta?

Anton
December 16th, 2009, 04:11 PM
I'll beta, just give me a time. (I'm on winter break now, so anytime is okay.)

Inferno
December 16th, 2009, 05:26 PM
We are playing like right now. Me mookz and a freind on LAN.