View Full Version : Procedure
prototype
19th Jan 2000, 11:30 AM
Hi. What's the general procedure for mapping? I take it you would do it in this order:
1. Layout
2. Layout details
3. Weapons, powerups, etc.
4. Textures
5. Lighting
6. Pathnodes
I guess Pathnodes could go anywhere after #2. Anyone have preferences? Thanks.
STC_Wacky
19th Jan 2000, 01:50 PM
Good layout I guess. I leave pathnodes to last as well. I once severed a path by accident by putting a create in the way and when a bot tried to use the severed path the game crashed.....took me a while to figure out why......anyway I ALWAYS leave pathnodes the end now /~unreal/ubb/html/smile.gif
"Have you ever imagined a world with no hypothetical situations?"
STC_Wacky
19th Jan 2000, 01:51 PM
Oh...and I leave weapon placement to second last 'cause they have a large effect on the pathnodes you know /~unreal/ubb/html/smile.gif
Jenkins
19th Jan 2000, 04:46 PM
I simply do everything in a different order each time.
http://www.planetunreal.com/images/bullet2.gif
Jenkins
Wanderer
19th Jan 2000, 08:12 PM
I guess I'm really wierd when it comes to creating maps. I start with an idea that's nothing more then a sparkle in my eye and a gleam on my smile and then I just go from there.
I do a combination of everything in one shot but I still leave weapon placement and pathnoding till last. Often I'll find myself (where possible) making running 2 UED's working on 2 parts of the same map and eventually exporting 1 of them and importing it to the other. But that's only for really big projects (ie: complex AS projects). Usually I don't get that luxury and just do the map in sections adding detail and lighting in one shot.
But like I said, I guess I'm wierd in how I do these things.
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