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Map i made. (No not for UT2004 folks :P)
Posted: Fri Nov 27, 2009 3:33 pm
by Blood Asp
Since i have been a mapper at UT99 aka UT Game of the Year.
I Wondered if i should have a go at UT2004 Mapping, but wow theres a bit to get used to with the 2004 editor its moderately different to what i am used to, i will show u some stuff of what i have done in UT99:
map name: Godz(There will be a number but its still a work in progress hehe, likely 2010):

Entry sector to a collaboration map called MH- SkaarjReactor:
Map named: Asmodeus Aions *MH*
Anyway u now have a general idea of my mapping, so if u think these are good and wanna see some UT2004 maps i could come up with maybe a few of you mappers out here could give me 1 or 2 hints to the control of the UT2004 editor, help would be much appreciated, See ya Laters
Renegade_Masta, aka EA_Elemental
Re: Map i made. (No not for UT2004 folks :P)
Posted: Fri Nov 27, 2009 4:23 pm
by DW_Ant
It should be quite similar to UT99.
Main differences I could recognize is the terrain editor and the freedom of static meshes (3D objects).
But to begin a map, you would start it as if it was UT99. Subtract/Add some BSP geometric brushes. Then decorate it. If you have any specific questions, feel free to ask.
Re: Map i made. (No not for UT2004 folks :P)
Posted: Fri Nov 27, 2009 4:41 pm
by Blood Asp
well first of all i am gonna go read the little threads on the stuff saying what you need for a UT2004 invasion map in the DW Clan MM Server, then if i require more information that i cant find i will definately ask a few Q's if need be.
Thanx for the quick response btw Ant :)
Re: Map i made. (No not for UT2004 folks :P)
Posted: Fri Nov 27, 2009 5:08 pm
by DW_WailofSuicide
I've mapped extensively for UT99. Mapping for 2k4 is almost identical, you can even port maps from UT99 to 2k4 with little trouble.
The biggest differences in mapping for UT99 and UT2k4 are:
-Static Meshes. They're built in. UT99 has some similar things (deco objects), but they are not nearly as good as static meshes. That said, I think static mesh usage should generally be fairly restricted. BSP just looks cleaner and lights better most of the time.
-Volumes and Zones. Zones are now exclusively an optimization step, volumes have replaced zones for creating things like water, lava, goo, etc. If you've ever had a zone leak on you due to BSP errors, this is a godsend.
-Emitters. They're built in, and great for adding dynamic effects to your levels. It's much more convincing that a place is real when you've got steam coming out of a broken pipe, water dripping down, fog, etc. You could do some of this with UT99's built in tools but they were not as flexible as emitters are here.
Other minor things I guess I should mention:
-Movers in 2k4 must be static meshes.
-Coronas in 2k4 are much cooler than in UT99, and you can set a minimum/maximum size, so your coronas on tiny little lights can never get larger than a certain amount, or so your corona on a large light can never get smaller than a certain amount. You can also make them spin when the player moves closer/further from them.
-Optimization in 2k4 is not done as much automatically as it was in UT99. You have to place antiportals now to block visibility, whereas before BSP auto-occluded.
-Terrain, it works.
-Shaders are something that don't exist at all in UT99. Once you learn to use them you can create cool effects like adding frost to a texture to make it look cold, or add shine to it to make it look glossy. In UT99 for example you could set a texture to pan, but you couldn't have multiple different textures panning at multiple different rates throughout the map, with shaders you can make as many different pan rates as you want.