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New Map Project
Posted: Fri Sep 04, 2009 5:20 pm
by Skyline
Ant and I have been discussing a 'sequel' as such to the
Map Project that several Mashers&Mappers did last year, and we think it's the right time to get it going. The idea is that mappers can submit a 'room' which can be pieced together into one large map. There'll probably be a time limit of a month or so to submit your room, after which a nominated mapper can work on fitting everything together with corridors or teleporters or whatever.
Last year the designs were completely free apart from size, and although we can keep it the same this year if wanted, we think a theme or general layout might be better this time. It all really depends on how many people want in.
You can submit a room however skilled you may be, just post in this thread and you should be good to go!
Any questions welcome, although the old thread might give you some answers :swink:
Re: New Map Project
Posted: Fri Sep 04, 2009 8:45 pm
by Thwart
Yes and perhaps the rooms should be more fitting in size.
Re: New Map Project
Posted: Fri Sep 04, 2009 9:07 pm
by DW_Ant
40 Shards wrote:Ant and I have been discussing a 'sequel' as such to the Map Project that several Mashers&Mappers did last year, and we think it's the right time to get it going. The idea is that mappers can submit a 'room' which can be pieced together into one large map. There'll probably be a time limit of a month or so to submit your room, after which a nominated mapper can work on fitting everything together with corridors or teleporters or whatever.
Last year the designs were completely free apart from size, and although we can keep it the same this year if wanted, we think a theme or general layout might be better this time. It all really depends on how many people want in.
You can submit a room however skilled you may be, just post in this thread and you should be good to go!
Any questions welcome, although the old thread might give you some answers :swink:
Indeed...
I can care less if you are experienced or you are mapping for the first time. I just enjoy the participation and the commitment from the group that built this project. Shards really demonstrated his care to the previous project, and I'll be pleased to see that he'll be captain for this project. I can't be captain for this project due to lack of time. On average, I can only spare a half hour of mapping a day.
Shards, if you're taking captain of this project, may I suggest a few rules here:
- No Sunlight actors.
- Don't lock location any actors
- Don't "Hide" actors (make them invisible or untoggle group's visibility)
- Don't place pickups or pathnodes...yet
Now as for a common themes, I'm going to throw a few ideas out there:
- Space station (or open spaceports)
- Labyrinth Caverns
- Lego Station with neat emitters simulating a Portal when you enter a new room (but these aren't teleporters, they're simply doorways with some particles moving around).
- To keep things really simple, why not start everyone in one 1024X1024 room with X amount of doorways leading from that room directly to the rooms. Like Doom II "Tricks and Traps" level.
One of the biggest issue from DM-QuiltedEdifice is that people were getting lost and the map was too large for ten people. Lets try to minimize the room sizes and prevent the Neutral zone from being a ... stretch.
Anti-Hero said he was interested in this project so wherever you are, Anti-Hero. Come on in, and let us know you're up for this.
So when or if we decide on the theme, I'll begin sketching up my room, but I'll like to see at least one more person to jump aboard before we launch this project.[/color]
Re: New Map Project
Posted: Fri Sep 04, 2009 10:52 pm
by Savage
Interesting but could I use a custom static mesh package? If so, consider me in!
Re: New Map Project
Posted: Sat Sep 05, 2009 2:28 am
by Jon!
DW_Ant wrote:One of the biggest issue from DM-QuiltedEdifice is that people were getting lost and the map was too large for ten people. Lets try to minimize the room sizes and prevent the Neutral zone from being a ... stretch.
yeah, I spent the whole upper waves dying when trying to find the hide or trying to get to it :stongue:
Re: New Map Project
Posted: Sat Sep 05, 2009 4:12 am
by DW_Ant
DW>Savage wrote:Interesting but could I use a custom static mesh package? If so, consider me in!
Custom content are very welcomed. Just be sure to place them into "mylevel" so we don't have to transfer a million files to each other.
I'm happy to see that you found some interest with this as well.
We might need to make tiny rooms if we get alotta folks doing this.
Jon! wrote:DW>Ant wrote:One of the biggest issue from DM-QuiltedEdifice is that people were getting lost and the map was too large for ten people. Lets try to minimize the room sizes and prevent the Neutral zone from being a ... stretch.
yeah, I spent the whole upper waves dying when trying to find the hide or trying to get to it :stongue:
You spawn in any of the four rooms in Edifice. Each room has their own safe spot so wherever you are, you should of jumped in there for the later waves.
I still don't understand why people still get lost in that one. Hmmm...bad sense of direction I guess. I'll guess I'll encourage road signs or a simple neutral zone for this project.
Re: New Map Project
Posted: Sat Sep 05, 2009 4:17 am
by Savage
DW_Ant wrote: I'll guess I'll encourage road signs or a simple neutral zone for this project.
That sounds awesome, that will be my room...
Re: New Map Project
Posted: Mon Sep 07, 2009 4:35 pm
by Skyline
Things will definitely be smaller and less confusing this time around, and if it's big enough then we could probably stick a few signs in. Ant reminded me that when you make your room there shouldn't be any pickups to begin with, if there's something special you want in it or you want pickups in certain places then place a note there and I can put it in later.
Space Station was on my list of themes, some kind of cavern could be interesting if the rooms fit it.
Glad you could be in Savage.
I know there are other mappers out there, don't be shy now :cheers:
Re: New Map Project
Posted: Tue Sep 08, 2009 12:55 am
by DW_WailofSuicide
1024x1024 room is a bit small... You can probably quad jump from one end of that to the other. Then again, smaller may be better.
Anyway I can probably work on something. I kind of want to work on a cave level mainly to work out the 3DSMax workflow of bringing that into Unreal. But that may not be the best option overall since that would probably make it harder to tie levels together.
Re: New Map Project
Posted: Tue Sep 08, 2009 1:30 am
by Savage
3ds Max has an Actor X plugin which will export an ASE format of your mesh which unreal will except on import. Remember that when you export your model where ever the center of your work space is in relation to your model will be the pivot point of that model when you bring it into UT. If you plan to do a cave, I just made a network of caves for Ants new map and I just made it one whole mesh with fairly simple geometry but try to give any walk areas as flat and simple as possible if you plan to use per poly so people don't get hung up on collision, or make a collision model also. I would just use per poly but... Can't wait to see it Wail!