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Large Map Pack

Posted: Sun Feb 28, 2010 4:15 pm
by Mâ§tèr_úñréà£
Hey everyone

I've never really posted here before so i think ill start off with a few things

First off, some people may think i am Master_Of_Unreal or some other name like that, that is not me, i am someone else completely different.

I have been playing games in the unreal series ever since i was about 5, i am 13 now. I play unreal not as often as i used to, because of the map pack which i will tell you about in a moment. When i do play unreal, i play on newbiesplayground servers or bobs coop server, occasionally ill play at other places but mostly at newbies.

Onto the map pack, this is a map pack i have been working on since summer of '07 i believe. It actually started out as a small map pack, but i have expanded it, and im sure it will be one of the biggest coop packs ever released. the reason is, because there will be 8 worlds, and about 8 levels per world. there may be more tho, and total map count should be about 70+

Before i started, i had enough knowledge of unrealed to make a good map, but i have learned much more, as now i am good with models, animation, and some uscript. I originally planned to be doing this all on my own, but someone named Mental_Hunter(im sure at least someone here knows him)

I am still on the first level of episode 2, as i need a couple things fixed. Episode 1, however, has been released and is up for download, you can get it here --------> http://w3rm.webs.com/masterunreal.htm

Mental and I are also in the process of porting the Ugh Zan from serious sam into unreal, animations will be done by me, scripting will be done by Mental, heres a beta picture

Image

I will say that, even tho i test and play unreal with 227f, i make all my things in 225, just for those people who can't get 227 to work or just don't like it. Mental had taken this screenie in the 227 editor

Re: Large Map Pack

Posted: Sun Feb 28, 2010 4:25 pm
by Gizzy
Ah, I remember Mental saying about you helping him with the SS models. Looking pretty slick so far, I'll check out this map pack too.

Re: Large Map Pack

Posted: Sun Feb 28, 2010 8:18 pm
by creavion
I know that my english is pretty fu**ed up. In case you are native american, please laugh silently about my english.
----------------


First of all: No matter how the maps are looking (not checked yet while I am writting this stuff). Congrats to your stamina. Since 2007, really not bad. Thats the spirit.

Ok, not playable with UT, I see: Can't find BoolProperty in file 'BoolProperty Engine.Weapon.bTossedOut'. Anyway: Unreal 227 is also available for testing.

Ok, now checked the first map without to know what would expect me.
@PathNodes: You made excessive use of them. Generally wrong.
http://udn.epicgames.com/Three/UsingWay ... th%20Nodes
You might check this?
Having two NavigationPoints too close together (overlapping) can cause AI navigation problems and should be avoided

@Architecture: Either you choose the "realistic" way, so more or less real architecture, e.g an office looks like an office with desk, chair, computer whatever or you keep it "unreal".
For the unreal look some freaking good shots (imho) from one of Hourences xidias maps.
Image
Image
Image
I will spare any comments about it, its to up to you to get it = neutral.

@Lighting: Lighting is always an other story. What the one likes, could be hated by somebody else.
But ... I am still in level 1... you have sadly done some extreme mistakes.
Anybody else could hint to DavidM tutorials.. I can not find them currently. And white lighting... a lot of that. Uff...
Think realistic in this way: I see some light actors in your map but where does they come from. Lighting needs light sources (lamps, torches, the sun etc). Ambientlights not. Ambientlights have in dark areas only a really low brightness (thats the sense), while "sunlights" can cover e.g a complete valley. (light source: "sun sheet/sprite, or just the skybox).


@Level 2: ...
@Level 3: from the architecture a good start, anyway, I see a lot of complete useless polygons. Nothing about (possible) bad performance, if the level looks great, but its dumb if they are REALLY wasted for nothing.
Image
This is what I mean. Why did you do that? One hint: Tileable textures. You used a tileable texture. This means you have to do that ON THIS WAY.
Image
E.g you have added 4 of those 128 x 128 x 16 or 32 WE trim thingies, no... : Make only one. (last pic).

But enough of that. I could also write a book now, but since I know a lot of forums are full of "make it better you blablibbub/show me what you have done before you say something like that bla blib bubb". No, I am sick of that.
Your stamina is really good. But keep that in mind: Quality instead of Quantity. (fun is not only gameplay, if the graphic fails, even the gameplay-best map can not score).

Anyway, good luck nevertheless with your further development.

Re: Large Map Pack

Posted: Tue Mar 02, 2010 8:57 am
by mentalhunter
Since i am going to do the scripting i need to collect more knowledge about Uscript, anyone of you guys got any tips for me to learn alot in a short matter of time?

Re: Large Map Pack

Posted: Tue Mar 02, 2010 7:08 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Since i am going to do the scripting i need to collect more knowledge about Uscript, anyone of you guys got any tips for me to learn alot in a short matter of time?
Depends. Have you programmed anything before?

Re: Large Map Pack

Posted: Tue Mar 02, 2010 11:34 pm
by mentalhunter
yea alot. all weapons enemy's and such. been doing it for a few years but i don't know enough yet to script this project.

Re: Large Map Pack

Posted: Mon Apr 05, 2010 7:22 pm
by Mâ§tèr_úñréà£
Update

I am taking in all the things to fix for episode 1, and I'm deciding to make alot of changes to it, things that will change are:

Lighting ( Heavily )
Monster Placement ( Heavily )
Textures
Creepiness ( Very Heavily )
Weapon Placement
Ways to progress ( Heavily )

The only thing I plan on staying the same is the layout of design.

Re: Large Map Pack

Posted: Mon Apr 05, 2010 10:46 pm
by Buster
Nice !! :)

Re: Large Map Pack

Posted: Tue Apr 06, 2010 2:19 pm
by GreatEmerald
Creepiness ( Very Heavily )
Hopefully reduce it? :-/

Re: Large Map Pack

Posted: Tue May 11, 2010 10:12 pm
by Mâ§tèr_úñréà£
Map Pack Name Confirmed: Avarice: Hell's Awakening

Also, I'm gonna try a lil something that Doom 3 kinda does, how it starts a lil slow, everything's "normal" Then it could really start up the suspense in just a matter of levels, tell me what you think

@GreatEmerald: Why reduce it? Thats actually what I'm going for.

Re: Large Map Pack

Posted: Tue May 11, 2010 10:49 pm
by Rob-Bot
Creepiness ( Very Heavily )
Hopefully reduce it? :-/
No. Embellish it.

Re: Large Map Pack

Posted: Wed May 12, 2010 2:27 pm
by GreatEmerald
Because I'm not a fan of horror :D

Re: Large Map Pack

Posted: Wed May 12, 2010 5:54 pm
by PRIMEVAL
This looks pretty cool, and I love horror. The Episode 1 link is not working for me, though. Need any music, though? :D

Re: Large Map Pack

Posted: Wed May 12, 2010 7:17 pm
by Mâ§tèr_úñréà£
Yeah, the site got changed, I just realized that. Here's the new one, there is a better one on the way tho, alot more horror involved

http://w3rm.webs.com/


Re: Large Map Pack

Posted: Thu May 13, 2010 1:57 pm
by mentalhunter
Got the Gizmo Working, here is how it looks like so far:

Approaching me:
Image

When jumped on me:
Image

Re: Large Map Pack

Posted: Wed May 19, 2010 10:29 am
by Mâ§tèr_úñréà£
Ok, the first episode is revamped, i left the geometry the same, because it will take a long time getting it all optimized, that, and im gonna go crazy if i continue to work on this episode any longer, this is how it stays. Lets move on to some better stuff

http://w3rm.webs.com/

Heres the line-up of *worlds* for the mappack, very similar to smb3

Episode 2 - Mountain Forest
Episode 3 - City
Episode 4 - Great Lake
Episode 5 - Giant's Realm
Episode 6 - Sky City
Episode 7 - Snowy Peak
Episode 8 - Starship
Episode 9 - Hell

Re: Large Map Pack

Posted: Fri May 21, 2010 9:55 pm
by Victor Delacroix
I'm trying to launch this, but fails to find package AlienEsque. Already got DualBetamag.u and new3.umx and map 5 is still missing package Tension.

Re: Large Map Pack

Posted: Sat May 22, 2010 11:05 pm
by Mâ§tèr_úñréà£
Those are ALWAYS the main packages i forget....ugh

ill post when its fixed

Re: Large Map Pack

Posted: Sun May 23, 2010 12:56 pm
by Mâ§tèr_úñréà£
Fixed

Re: Large Map Pack

Posted: Sun May 23, 2010 3:18 pm
by Victor Delacroix
Oh, no, you're NOT leaving this thing as it is. Not if you want to earn my respect, that is. L1Prison has a fatal bug. I get a message that I "left a small crater" immediately on entry. This is unplayable!


Re: Large Map Pack

Posted: Sun May 23, 2010 9:29 pm
by Mâ§tèr_úñréà£
ARGH  >:( i seriously despise the 225 editor, in every way

When i built all, it must not have saved when i did.

I can't fix it right now, im at a different house, but yeah ill fix it, and please make sure the other maps work so that way i wont have to do as much work

Re: Large Map Pack

Posted: Tue May 25, 2010 7:41 pm
by Victor Delacroix
'kay, I'll, like, test'em, I'm slowly getting used to being a freebie betatester for everyone... (you should check my Whisper of a Rose bug threads on RosePortal Games forum, heheheh).

Re: Large Map Pack

Posted: Wed May 26, 2010 1:22 pm
by Mâ§tèr_úñréà£
Fixed, it should work just fine now

http://w3rm.webs.com/

Re: Large Map Pack

Posted: Fri Jun 25, 2010 12:04 pm
by Mâ§tèr_úñréà£
Been awhile since I last updated on whats going on

I've been making a Desert Eagle model as an experiment to see how many polys unreal can import, if it all works out, its going in certain parts of the mappack

Image

I've still been working on the mappack itself while I'm doing this model, the first "Nightmare" level is almost done, I just have to fix a few things, and I also need the Deagle finished for it.

Re: Large Map Pack

Posted: Fri Jun 25, 2010 1:18 pm
by Mâ§tèr_úñréà£
FAIL

Yeah, the model imported fine, but the anims were just...............how could I explain it LOL

They werent even close to what I had wanted, so unless i decide a deagle is heavily needed, it wont be there