Unread posts   New posts   Your posts

All times are UTC + 1 hour [ DST ]



Post new topic Reply to topic  [ 9 posts ] 
Author Message
PostPosted: 11 Oct 2009, 22:38     Post subject: [ut] Various project updates
Administrator
Administrator
User avatar

Joined: Nov 12th, 2007
Posts: 1877
Location: Stuttgart, Germany
- A single player scenario that has gone mostly un-noticed by UnrealSP so far, Unforchers by editor Dave, has been released in an updated form in the UT99.org Community Bonus Pack 2. While the compilation prominently features multi-player content, Dave's campaign makes it appealing for SP fans!
- Vandora's Secret Passage by Creavion et al was updated with a couple of refreshing screenshots showing some of Creavion's trademark jungle landscapes, among others. Lookin' good there!
- Team Red Nemesis' Residual Decay also has new shots to present, featuring breathtaking mapping by GTD-Carthage and a new baddie, the Big Man, created by Kaka.
A time of progress! There's life in the old dog yet.

_________________
Image

<+Waffnuffly> basically, Eve made a solid zone portal
<+Waffnuffly> thats why we got kicked out of eden and life sucks
<+Waffnuffly> it is the original sin


Top
 Profile  
 
PostPosted: 11 Oct 2009, 23:38     Post subject: Re: [ut] Various project updates
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
sana wrote:
There's life in the old dog yet, after all.


Definately! I'm also continuing designs on an SP now. I wonder what brought bout this sudden mapping burst? :?

_________________
Image


Top
 Profile  
 
PostPosted: 11 Oct 2009, 23:56     Post subject: Re: [ut] Various project updates
Skaarj Warlord
Skaarj Warlord
User avatar

Joined: Nov 12th, 2007
Posts: 745
Legendslayer222 wrote:
I wonder what brought bout this sudden mapping burst? :?

Don’t overdo it

Anyway thx for mentioning in the news.


Top
 Profile  
 
PostPosted: 12 Oct 2009, 04:08     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Dec 24th, 2007
Posts: 1108
Location: Is Not Online.
Legendslayer, did you know that taking the grid snap off of your maps is really unhealthy for them. I noticed on your Rise of USP map that just about everything in your map was unsnapped from the grid. No scolding meant here, just a tip for this SP you're working on. This thing can force you to make much more simpler maps simply do to BSP errors, and with you building your skills at making a believable and appealing environment your not gonna want hitches so soon during the building of a really detailed map.

If you want to add decorative objects and details that look convincing, you should probably use semi-solids for those, as they take cuts onto themselves instead of creating more on surrounding surfaces. Very early tips that can enhance your advantages towards a good map, and as you build your skills, I'm sure your knack for creative story and environments will come together very well. :tup:

_________________
Image
ModDb Portfolio
Everybody get up...


Top
 Profile  
 
PostPosted: 12 Oct 2009, 09:06     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
jetv435 wrote:
I noticed on your Rise of USP map that just about everything in your map was unsnapped from the grid.


What? :?

I don't think I did anything to specifically 'unsnap' I just put the grid down to one unit and worked like that...

_________________
Image


Top
 Profile  
 
PostPosted: 12 Oct 2009, 15:43     Post subject:
Skaarj Lord
Skaarj Lord
User avatar

Joined: Apr 5th, 2008
Posts: 182
Thanks for reanouncing my maps! :) I didn't expect reading about them in the news. Is anyone interested in writing a review for me? :D

_________________
The Unforchers will come again soon...


Top
 Profile  
 
PostPosted: 12 Oct 2009, 19:24     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Dec 24th, 2007
Posts: 1108
Location: Is Not Online.
Oh, sorry about that. It's just that the editor doesn't really work with that due to BSP cuts that crap themselves over with a BSP hole, but I wouldn't exactly say no to using a low grid scale for things like lockers or anything like that. Using a larger grid scale more constantly like 16 or 8 helps keep your map from forming a lattice of potent BSP cuts. These things go everywhere. :/

_________________
Image
ModDb Portfolio
Everybody get up...


Top
 Profile  
 
PostPosted: 12 Oct 2009, 19:53     Post subject:
Founder
Founder
User avatar

Joined: Nov 11th, 2007
Posts: 3620
Location: In a random access memory of dreams
jetv435 wrote:
Oh, sorry about that. It's just that the editor doesn't really work with that due to BSP cuts that crap themselves over with a BSP hole, but I wouldn't exactly say no to using a low grid scale for things like lockers or anything like that. Using a larger grid scale more constantly like 16 or 8 helps keep your map from forming a lattice of potent BSP cuts. These things go everywhere. :/


What he said. You should really only be down at a grid of 1uu for really fine details. And, if you're routinely getting that small with your details, you're probably not making efficient use of nodes (limiting the eventual length of your map).

_________________
Image
Life is what you make of it.


Top
 Profile  
 
PostPosted: 16 Oct 2009, 17:53     Post subject:
Skaarj Elder
Skaarj Elder
User avatar

Joined: Mar 15th, 2009
Posts: 1407
Location: England
Hellscrag wrote:
jetv435 wrote:
Oh, sorry about that. It's just that the editor doesn't really work with that due to BSP cuts that crap themselves over with a BSP hole, but I wouldn't exactly say no to using a low grid scale for things like lockers or anything like that. Using a larger grid scale more constantly like 16 or 8 helps keep your map from forming a lattice of potent BSP cuts. These things go everywhere. :/


What he said. You should really only be down at a grid of 1uu for really fine details. And, if you're routinely getting that small with your details, you're probably not making efficient use of nodes (limiting the eventual length of your map).


I have found it easier to work with larger grids for more detail, thanks for the tips. 8)

_________________
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 9 posts ] 

All times are UTC + 1 hour [ DST ]


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group