It’s been a quiet time of the year for writing. The guides have all been written. The 3SPN mapping contest is in its last round. And Insite is still down when it comes to mirror the maps. The reviewer in me has fairly nothing to do. Until now…for those who didn’t know: I moved into this new apartment. Lemme tell you all about it…
I’m not that experienced with R.L. apartments, but this current sample follows the basic rules for layout. The average apartment consists of a bunch of square or rectangular rooms that are usually grouped so the general shape of the whole has more or less a similar shape. These places are terrible when it comes to flow and Z-axis is simply non-existent.
What? You think this sounds boring? Think again…I haven’t spoken about the visuals yet. The walls are white, with a wooden offset in the main corridor. Eight of the doors are in simple beige; the other 3 have windows in them that improve visibility (also a beige background, though. The mapper really needs to use more packages). There are only two factors that make this map reasonable. The main one is that it can be customized: adding and removing stuff is far simpler than in UnrealEd, though it takes more physical effort. The other factor is the skybox: we have a pwning panoramic view over the Antwerpian outskirts (‘we’ is my roommate and me, btw. I’m joining his server here).
Texturing is pretty bad. There was a huge misalignment in my room, so I had to spend the weekend to retexture(1) it with my dad. The result is a pale yellow room, surrounded by small wooden beams that are as blue as the UT2004 interface. We deleted the visuals on the dining room wall as well because they were ugly. Since the default wall-texture isn’t pretty either, we’re gonna hire someone to make it into something beautiful (we haven’t decided, but I vote for something from DM-Ironic).
The last couple days, I commuted a lot between to move all my static meshes(2) to my new home. The worst part was getting it up here (this is the 10th floor…11th if you consider the ground floor to be “floor nr. 1”), because the elevator and the corridors are cramped! At least the regulars(3) were very polite. Anyway…it’s only now that things are settling down. As you can see on the picture, my room is only 195 to 434 unreal units(4). Still, I managed to fill it with my daily respawn point(5), desk+computer, armory(6), bedside cabinet and 2 carpets (an obligatory item for members of the Carpet Imperium clan ). Though the item placement is still in a beta status, I’ve done enough playtesting to say that this is how the final level will look and play…
(1) paint
(2) furniture
(3) other inhabitants on the block
(4) centimeters
(5) bed
(6) wardrobe
I’m not that experienced with R.L. apartments, but this current sample follows the basic rules for layout. The average apartment consists of a bunch of square or rectangular rooms that are usually grouped so the general shape of the whole has more or less a similar shape. These places are terrible when it comes to flow and Z-axis is simply non-existent.
What? You think this sounds boring? Think again…I haven’t spoken about the visuals yet. The walls are white, with a wooden offset in the main corridor. Eight of the doors are in simple beige; the other 3 have windows in them that improve visibility (also a beige background, though. The mapper really needs to use more packages). There are only two factors that make this map reasonable. The main one is that it can be customized: adding and removing stuff is far simpler than in UnrealEd, though it takes more physical effort. The other factor is the skybox: we have a pwning panoramic view over the Antwerpian outskirts (‘we’ is my roommate and me, btw. I’m joining his server here).
Texturing is pretty bad. There was a huge misalignment in my room, so I had to spend the weekend to retexture(1) it with my dad. The result is a pale yellow room, surrounded by small wooden beams that are as blue as the UT2004 interface. We deleted the visuals on the dining room wall as well because they were ugly. Since the default wall-texture isn’t pretty either, we’re gonna hire someone to make it into something beautiful (we haven’t decided, but I vote for something from DM-Ironic).
The last couple days, I commuted a lot between to move all my static meshes(2) to my new home. The worst part was getting it up here (this is the 10th floor…11th if you consider the ground floor to be “floor nr. 1”), because the elevator and the corridors are cramped! At least the regulars(3) were very polite. Anyway…it’s only now that things are settling down. As you can see on the picture, my room is only 195 to 434 unreal units(4). Still, I managed to fill it with my daily respawn point(5), desk+computer, armory(6), bedside cabinet and 2 carpets (an obligatory item for members of the Carpet Imperium clan ). Though the item placement is still in a beta status, I’ve done enough playtesting to say that this is how the final level will look and play…
(1) paint
(2) furniture
(3) other inhabitants on the block
(4) centimeters
(5) bed
(6) wardrobe
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