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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
Design architecture in Unreal
- Dozey
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Design architecture in Unreal
It can be really helpfull for other mappers. A request is to all members of oldunreal and it looks like that. Every user (that is creating maps) is saying about his preferenced architecture for example: Krull is making his maps in Retro style (i think if i know what is retro at all). I am posting this because every time when i am creating map it looks like that it have no design or mixed style that it's looking very ugly or useless. This info can help very much another mappers (so not me only) that they are starting mapping. Very very THX for Oldunreal users. 
- Hellkeeper
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Re: Design architecture in Unreal
I don't understand the question.
You must construct additional pylons.
- Dozey
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Re: Design architecture in Unreal
You know: Every mapper use any architecture style to create his maps. Without architecture style map looks like my map called DM-Sky Base that it haven't got style. The aim of user-mapper is told about his style what elements, decorations he build in UED. It can help many mappers.
- Hellkeeper
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Re: Design architecture in Unreal
I think I see.
I like the Skaarj theme, but not the way it's done in Unreal. It needs blinding lights, trims, trims, beams, beams, lights, trimes and beams.
It requires many angles but not too much smoothing and rounding. 90° and 45° angles are enough. A certain complexity is also interesting as it makes a Skaarj map look like a very detailed alien piece of technology.
I like the Skaarj theme, but not the way it's done in Unreal. It needs blinding lights, trims, trims, beams, beams, lights, trimes and beams.
It requires many angles but not too much smoothing and rounding. 90° and 45° angles are enough. A certain complexity is also interesting as it makes a Skaarj map look like a very detailed alien piece of technology.
You must construct additional pylons.
- Dozey
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Re: Design architecture in Unreal
Yes this is that!!!
My favorite style is Queen style and style of Inuit corporation ships (ISV-Kran and also my map is styled like that:ISV-CrystalPearl)
In Queen style i like: giant rooms and a simple decorations that they make map full not empty like in my second DM-SkyBase (only Darksider saw it) and a lot of dynamic lights with corona with accordant texture of lensflare to this type of room. Also i very very like (maybe i love) s style of map that is moving all the time (AS-Hispeed from UT and AS-Convoy from ut2004 and now creating to Unreal DM-SkaarjTrain by me). This type of map if it have got a lot of elements looks like very great and awesome (just imaginate what it would be like that if Krull would make map in this style. Any As-Convoy won't be like this map. I know because i've seen Krull maps: they are very very "fulled" that playing on this type of maps is a real pleasure.
But except maps Krull and his architecture i like maps like ONS-Torlan from ut2004. Only 2 bases 1 neutral point and other it's a nature and fog on all map with beautiful sunset.
My favorite style is Queen style and style of Inuit corporation ships (ISV-Kran and also my map is styled like that:ISV-CrystalPearl)
In Queen style i like: giant rooms and a simple decorations that they make map full not empty like in my second DM-SkyBase (only Darksider saw it) and a lot of dynamic lights with corona with accordant texture of lensflare to this type of room. Also i very very like (maybe i love) s style of map that is moving all the time (AS-Hispeed from UT and AS-Convoy from ut2004 and now creating to Unreal DM-SkaarjTrain by me). This type of map if it have got a lot of elements looks like very great and awesome (just imaginate what it would be like that if Krull would make map in this style. Any As-Convoy won't be like this map. I know because i've seen Krull maps: they are very very "fulled" that playing on this type of maps is a real pleasure.
But except maps Krull and his architecture i like maps like ONS-Torlan from ut2004. Only 2 bases 1 neutral point and other it's a nature and fog on all map with beautiful sunset.
- Dozey
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Re: Design architecture in Unreal
It needs blinding lights, trims, trims, beams, beams, lights, trimes and beams.
It requires many angles but not too much smoothing and rounding. 90° and 45° angles are enough.
If i know what type of architecture u like(made in UED 2.0 by me if you/someone want-write to pm):
http://img210.imageshack.us/i/shot0004n.png/
http://img413.imageshack.us/i/shot0005l.png/
http://img231.imageshack.us/i/shot0006jt.png/
Last edited by Dozey on Mon Jul 05, 2010 3:22 pm, edited 1 time in total.
- Dozey
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- Hellkeeper
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Re: Design architecture in Unreal
Well I was thinking more like what I did in DmExar :





And btw, your english is hard to get sometimes :-/





And btw, your english is hard to get sometimes :-/
You must construct additional pylons.
- Dozey
- OldUnreal Member
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- Dozey
- OldUnreal Member
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Re: Design architecture in Unreal
Your map description.It's not a state of art hardcore map but the layout is quite good.
Guy you are wrong. This is the hardcore map!! You haven't seen my maps and lot of ut2004 maps created by mappers that they can't add staticmesh actors to level. Your map is really hardcore. I am thinking what i am doing on this forum:-?
- Dozey
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Re: Design architecture in Unreal
ah yeah i forgot: Now i am actually making map called dm-skaarjtrain and i will tell about problem.The first car is a locomotive (yeah control panels chair and engines in that. Second car is a cargo car that it's got Boxes with mine.utx texture (same like in the DMAriza on the roof) Third car is made similar but there is problem with another cars. I have no idea what i can add there. And i need architecture inspiration to this. Write there what i must put there :-/
- Hellkeeper
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Re: Design architecture in Unreal
Everyone has to start somewhere and learn. Don't worry, everyone have piled up white empty cubes in the beginning. Just look at what people do and who it's done.I am thinking what i am doing on this forum:-?
You must construct additional pylons.
- BrakeDanceJ
- OldUnreal Member
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Re: Design architecture in Unreal
I don't like Skaarj-themed maps. I like Ancient and Egyption-styled maps. My more-recent work reflects those tastes.
- Dozey
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Re: Design architecture in Unreal
They are cool but ancient is a bit boring. The best result (from times of middle age)gives a SKyTown theme (Sunspire,Sky town,sky caves etc)I don't like Skaarj-themed maps. I like Ancient and Egyption-styled maps. My more-recent work reflects those tastes.
Last edited by Dozey on Wed Jul 07, 2010 3:41 pm, edited 1 time in total.
- Blu3Haz3
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Re: Design architecture in Unreal
I typically have my own clean style of art, for instance. My work can be done in several styles... Mysterious, like the drum echos from Ariza to an art style like Zelda. Lucid, where everything seems industrialized and there are absolutely no beautiful things but rusted metal, lava, and smoke. Pretty, like a large jungle and a lot of animals and wild life. It typically comes down to your imagination, and how far it expands in interest of certain level architecture.
- Dozey
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Re: Design architecture in Unreal
yeah mixing styles of architrecture is good if you have good imagination. 8-)
- Dozey
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Re: Design architecture in Unreal
Is that all?? Did this topic died?? 
Last edited by Dozey on Fri Jul 09, 2010 7:17 pm, edited 1 time in total.
- GreatEmerald
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Re: Design architecture in Unreal
What's the exact topic? Or, as one Asari said in Mass Effect, "do you want me to start spewing random facts?" 
- Hellkeeper
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Re: Design architecture in Unreal
Why do you favour X or Y architecture style and what are the main characteristics of this style ?What's the exact topic? Or, as one Asari said in Mass Effect, "do you want me to start spewing random facts?"
You must construct additional pylons.
- GreatEmerald
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Re: Design architecture in Unreal
I favour diversity, much like it's done in Unreal - a whole lot of different environments. Although from those I like industrial environments the least, such as ISV-Kran. Hence I don't like many of UT1 maps. If it has good lighting and good texture usage, though, it does work well, like in Terraniux.
- Turboman.
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Re: Design architecture in Unreal
I guess it isn't really Architecture in the conventional sense but,
I love outdoor environments, it can be anything with terrain and a bit of a nature-ish theme to it.
Overall i don't think outdoor theme has any architectural characteristics it should adhere to, but i do think its important that mappers take the most advantage of outdoor environments: make them as large and as non-linear as possible, consider multiple routes, design in z-axis with overlapping cliffs and canyons.
I think of some UT mappacks, like ONP are examples of how NOT to do outdoor levels.
While the outdoor environments in ONP are beautiful, they're essentially boring and merely allow the player to traverse from point A to point B. There is no room for exploration and secrets, all you do is follow a canyon course laid out for you.
I love outdoor environments, it can be anything with terrain and a bit of a nature-ish theme to it.
Overall i don't think outdoor theme has any architectural characteristics it should adhere to, but i do think its important that mappers take the most advantage of outdoor environments: make them as large and as non-linear as possible, consider multiple routes, design in z-axis with overlapping cliffs and canyons.
I think of some UT mappacks, like ONP are examples of how NOT to do outdoor levels.
While the outdoor environments in ONP are beautiful, they're essentially boring and merely allow the player to traverse from point A to point B. There is no room for exploration and secrets, all you do is follow a canyon course laid out for you.
Last edited by Turboman. on Sun Jul 11, 2010 2:13 pm, edited 1 time in total.
- Hellkeeper
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Re: Design architecture in Unreal
That's exactly what I don't like in many outdoor maps in ONP. Unreal, and RTNP even more, and interesting outdoors with variety and many paths.
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- Dozey
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- Hellkeeper
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Re: Design architecture in Unreal
Operation Na Pali, Single Player map pack for Unreal Tournament.
You must construct additional pylons.
- Dozey
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