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View Full Version : Alpha of a map - is this INF material?


RegularX
2nd Feb 2000, 08:39 PM
I have a copy of a UT map I created for us to play at work. It's a relatively decent mockup of the office where I work. I've played it with Infiltration and the scenario seems to work well.

If you want, download it and critique it all to hell /infopop/emoticons\icon_wink.gif. Not sure if it's something which would fit into a INF-Deathmatch setup.

If you download it, realize:
1. Don't place it on any public servers. It uses my company logo and the Pepsi logo illegally.
2. This was my first UT map (not an excuse, but may be an explanation)
3. This was the first playable version (also, not an excuse /infopop/emoticons\icon_wink.gif ).
4. I already know about the bot-path problem in the stairway and the balcony. /infopop/emoticons/icon_smile.gif

So, if you want a new one to plug at, here it be: http://www.inkless.com/fultonUT.zip

And I can fix it up so it would actually be usuable.

RegularX
2nd Feb 2000, 08:57 PM
Screenshots if you are interested. Some are a lil dark:
http://www.inkless.com/Shot0013.jpg http://www.inkless.com/Shot0016.jpg http://www.inkless.com/Shot0018.jpg

3rd Feb 2000, 02:22 AM
Yes it is INF material, and I have some suggestions.

Like breaking glass dont you? Its ok its fun stuff.

One thing all INF maps need is covering objects, table chairs barrels, whatever, put more of them in.

Make your doors swing like in real life, and change the textures.

I might change the wall texture, but that is more taste.

I like the vents, that was nice, Id make the grates swing, or breakable

Put some more items in them, along with the cover, you can get some good prefabs out there.

Myself and several other co-run a mapping site for realworld maps, well likely review the map and we can post it for downloading if you like (this goes for all you mappers out there, as long as theyre real world maps) Its a good map, its shows a lot of promise. Check the site out (click my sig) and you can reply here or email me at coffeyrk@hotmail.com

Good Work
CC


------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

3rd Feb 2000, 02:22 AM
Yes it is INF material, and I have some suggestions.

Like breaking glass dont you? Its ok its fun stuff.

One thing all INF maps need is covering objects, table chairs barrels, whatever, put more of them in.

Make your doors swing like in real life, and change the textures.

I might change the wall texture, but that is more taste.

I like the vents, that was nice, Id make the grates swing, or breakable

Put some more items in them, along with the cover, you can get some good prefabs out there.

Myself and several other co-run a mapping site for realworld maps, well likely review the map and we can post it for downloading if you like (this goes for all you mappers out there, as long as theyre real world maps) Its a good map, its shows a lot of promise. Check the site out (click my sig) and you can reply here or email me at coffeyrk@hotmail.com

Good Work
CC


------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

RegularX
3rd Feb 2000, 02:13 PM
Sounds great...I think those are all good suggestions and I'll put them on the to-do list. More vents, pipes, a coffee pot, etc., were already on the wish list.

Yeah, the glass is almost on the gratiuitous side, but it's close to how the real office looks. Which grates are you referring to?

I don't mind previews and any comments are suggestions, but I do ask not to post this zip anywhere else yet, at least until I get the Pepsi/Organic logo off.

Nice site, btw, as soon as I get some more fixes in I'll let you know.

3rd Feb 2000, 03:03 PM
I mean the air vents in the maps, that allow you to change floors.

There are a ton of maps with pepsi logos in them and doritos, and all that, I dont know if Id worry about it, but do as you choose.

I was kidding you about the glass, all breakable glass, its better than the usually solid one.

Review will come in the future, but people will want to play your map, so youll want to make sure that its available *somewhere* where they can get it. Nothing worse than salivating over a map that you cant dowload! /infopop/emoticons/icon_smile.gif We can also wait to review until you make yor changes if you like.

Thanks for the compliment too, glad you like it. We aim to please.

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

3rd Feb 2000, 03:03 PM
I mean the air vents in the maps, that allow you to change floors.

There are a ton of maps with pepsi logos in them and doritos, and all that, I dont know if Id worry about it, but do as you choose.

I was kidding you about the glass, all breakable glass, its better than the usually solid one.

Review will come in the future, but people will want to play your map, so youll want to make sure that its available *somewhere* where they can get it. Nothing worse than salivating over a map that you cant dowload! /infopop/emoticons/icon_smile.gif We can also wait to review until you make yor changes if you like.

Thanks for the compliment too, glad you like it. We aim to please.

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

RegularX
3rd Feb 2000, 03:16 PM
Let's hold off on a review until I get the updates in, it will let me clean up some stuff and add in some of the new objects. I was working on a new map, but this is a good excuse to avoid the frustrations I was having with it /infopop/emoticons\icon_wink.gif. I would rather have a better review and give people a better first impression. If your fellow reviewers have any other suggestions, though, I welcome all comments.

I don't mean to be completely dunce, but I'm still not sure which vents you mean. I thought you meant the pipes in the large room with offices and pillars on the 2nd floor.

3rd Feb 2000, 05:24 PM
Youre not the dunce, I am...I got the vent aspect confused with a similar map, all the rest is on the money though, sorry bout that.

There are some good pop machines is some maps, Ill have to sort through and give you the names, what is that big box with all the bright colors on it? Theres lots of good files cabinets textures and stuff too, that would be great. Ill look around see what I can report back to you. Again apolgies about the vent, I look at a lot of maps to say the least.
Thanks
CC

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

3rd Feb 2000, 05:24 PM
Youre not the dunce, I am...I got the vent aspect confused with a similar map, all the rest is on the money though, sorry bout that.

There are some good pop machines is some maps, Ill have to sort through and give you the names, what is that big box with all the bright colors on it? Theres lots of good files cabinets textures and stuff too, that would be great. Ill look around see what I can report back to you. Again apolgies about the vent, I look at a lot of maps to say the least.
Thanks
CC

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

RegularX
3rd Feb 2000, 05:33 PM
No problem, I think I got doubly confused because I had considered making a more extensive vent system /infopop/emoticons\icon_wink.gif.

The brightly colored box is an extremely poorly textured crate, supposed to pop cans or something, but came it all wrong. I think it will actually be put into the fridge and look correct. I learned how to make better looking crates in my latest maps, as well as some of the other prefabs available to the engine.

Links to new textures, modern textures, would be especially appreciated. I'll be making my own textures for the pop machine, logo, probably some other posters and such as well, but a larger modern selection would be nice to have.

Again, thanks, and let's definately try to keep in contact so I can make the best of this map.

thornz
3rd Feb 2000, 06:05 PM
is it possible to have holes leading from one floor to another, and have a teleporter at the bottom leading back up to the top? Or an elevator, like in office park. I like this map, by the way. I'm just curious if there are any maps like what I just described.

INF_Neo
3rd Feb 2000, 06:08 PM
Well I don't know if the Stargate really exists, but I don't think teleporters occur too often in the real world

RegularX
3rd Feb 2000, 06:19 PM
Actually, my company has a small trans-dimensional warp in a closet. But I couldn't put it in the map because of a non-disclosure agreement, sorry.

In the public version, I may have an elevator or secondary method between levels (realistic in nature). Undecided as of yet.


And yeah, thornz, I think you could do that. It would be an odd setup though, since most maps would probably forego the hole and just use two teleportors.

//interestingly, the Half-Life version of this map had a TARDIS /infopop/emoticons\icon_wink.gif

[This message has been edited by RegularX (edited 02-03-2000).]

3rd Feb 2000, 07:29 PM
Here are some sites that have good textures, prefabs and editing info (nod to Billdog for sending them to me) http://unreal.gamedesign.net/ http://www.unreality.org/prefabs/prefabs/index.html http://members.xoom.com/cinder/unrealed/index.html http://www.sobservers.com/infiltration/MapDepot/index.html

Also check out urban maps, like urbanarena2, there was a good one called citytex.utx in one of those, so hard to keep track. And I *think* that the map with the pop machines was DMSinStation.

The INF team mappers post a lot too, Im sure they could suggest texture packs. Hope it helps stay in touch.
CC

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

3rd Feb 2000, 07:29 PM
Here are some sites that have good textures, prefabs and editing info (nod to Billdog for sending them to me) http://unreal.gamedesign.net/ http://www.unreality.org/prefabs/prefabs/index.html http://members.xoom.com/cinder/unrealed/index.html http://www.sobservers.com/infiltration/MapDepot/index.html

Also check out urban maps, like urbanarena2, there was a good one called citytex.utx in one of those, so hard to keep track. And I *think* that the map with the pop machines was DMSinStation.

The INF team mappers post a lot too, Im sure they could suggest texture packs. Hope it helps stay in touch.
CC

------------------
Got real maps? Get the goods at:
http://www.cablelink.com/realworld/index.html

Billdog
4th Feb 2000, 02:00 AM
Well not all of them. I'm very happy to see that there a some people that can find the stuff and don't count on the old rats as servants.
I can't tell how much I hate green horns, asking major unspecified questions expecting the answer is as easy and quick as the questions, let alone that they don't care tomorrow.

Evil_Joe
4th Feb 2000, 07:32 PM
Not a bad start. Watch your scale though. one unreal unit is roughly equivelant to one inch. Your wall thickness looked decent. The doors should be resized a little... and good advice with the rotating "normal" doors unless your office has cool futuristic sliding doors! Also I noticed that some of the furniture is either a little small or a little large. For instance in the one bathroom the counter with the sink was a little tall, or so it felt. The toilets where rather impressive though. Good job there. And the advice about retexturing was a must! Well keep at it. The best way to get good at mapping is to map. Go figure.

INF_Neo
4th Feb 2000, 07:35 PM
That's how I imagined the SF-INF relationship

Evil_Joe
5th Feb 2000, 12:57 AM
Well Neo when it comes down to it... we are all the same type of people... working are buts off for free trying to produce something good *G*

I might even make a few maps to submit for infiltration if I ever get some free time.

INF_Neo
5th Feb 2000, 05:45 AM
That's nice

RegularX
7th Feb 2000, 02:06 PM
OK, unless I get into another fight with my girlfriend /infopop/emoticons\icon_wink.gif I'll restart work on this map tonight. So far, all good suggestions and bonus thanks to everyone writing.

One last question that no one has written in on - does anyone have a low powered computer? We play this in software mode at work all the time, and it seems to fly, but I'm anal about performance for the most part. This being my first UT map, I didn't construct everything as well as I should have, but I haven't noticed any serious slowdown.

Evil_Joe: the toilets would impress you less if you know how long they took me /infopop/emoticons\icon_wink.gif. Thanks, and noted on the scale, I'll try to pound that out.

7th Feb 2000, 02:20 PM
Umm the comments that I made were based on running the map with a Cel @ an overclocked 458 with a VoodooII card, slow enough for ya?
CC

7th Feb 2000, 02:20 PM
Umm the comments that I made were based on running the map with a Cel @ an overclocked 458 with a VoodooII card, slow enough for ya?
CC

Evil_Joe
7th Feb 2000, 06:46 PM
That's the way it always go reg.X *G* People always ohhh and ahhh on the stuff that was the easiest for you to do.... Then they don't appreciate the stuff that took you hours... That's how it goes for me anyways

RegularX
7th Feb 2000, 06:56 PM
story of my life, evil_joe, story of my life /infopop/emoticons\icon_wink.gif.

And yeah, CC, I think that qualifies. And thanks, because now I know about how much more trimmings I can add in.

RegularX
8th Feb 2000, 12:05 AM
New question:

What items should or should not be in an INF map at this time? I assume only weapons that can be converted, I've got that down. But what about the power-ups and different kinds of health?

RegularX
9th Feb 2000, 01:33 PM
Cheating on topping this, since I don't think the above question got out there...

Neat...a whole new mapping forum.

9th Feb 2000, 01:46 PM
Im hard core about this stuff, nothing but ammo is what I like. Prepares you for INF 3.0 and makes you better player anyway.

Besides how many people can jump three stories in the first place, and not have thier legs look like sausage links afterwards? Glad to hear your contnuing with it, please keep us updated and stay in touch.

------------------
Want to be an Infiltrator? Get the goods at:
http://www.cablelink.com/realworld/index.html

9th Feb 2000, 01:46 PM
Im hard core about this stuff, nothing but ammo is what I like. Prepares you for INF 3.0 and makes you better player anyway.

Besides how many people can jump three stories in the first place, and not have thier legs look like sausage links afterwards? Glad to hear your contnuing with it, please keep us updated and stay in touch.

------------------
Want to be an Infiltrator? Get the goods at:
http://www.cablelink.com/realworld/index.html

RegularX
9th Feb 2000, 01:52 PM
That was what I kinda figured. I'm planning on releasing about 2 or 3 versions of the final map, and I'll make one INF biased, with only ammo.

RegularX
10th Feb 2000, 04:53 PM
Current update (if anyone cares /infopop/emoticons\icon_wink.gif )

1. Desks have all been rescaled to more human size.
2. Some texture fixes. My poor UEd skills won't be able to fix some of the 'ledges' of some of the doorways, but the floor textures are all aligned now.
3. Bot-pathing is completely fixed. This actually took up the first couple of nights. For those who dled the map, the bots now understand how to jump around the rafters of the lobby. It's actually a little annoying /infopop/emoticons\icon_wink.gif.

Still to-do:
-Adding in more trims like PCs on the desk. This actually caused a roadblock last night, because I was using prefabs and scaling them. It caused a huge Hall of Mirrors effect in the stairway (we're talking warp gate size here). I'll be making my own PC it looks like.
-Adding in the trims for faucets, pop machine, etc.
- New textures for the pop machine, walls, possibly some cieling
- Making the new doors
- And, finally, slowly adding in more desks into the main areas on the 2nd floor to provide more cover. Number of desks will depend on slowdown.

Valentine's Day will be slowing this all down some.

Wolfn2it
10th Feb 2000, 06:39 PM
We care dude!!NOW when the hell will you be done?!! I like the map personally and I think your doing a good job for no experience-keep up the good job.

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Kill'em all and let God separte 'em!!!

RegularX
10th Feb 2000, 08:42 PM
hehe-tanx for the enthusiasm /infopop/emoticons/icon_smile.gif.

Beta should be out sometime next week. We just had an IPO party at my office today, so it's a little hard to tell how much I'll get down tonight. This weekend is shot, but Sunday on is open. I'll post in under this thread when it's beta.

RegularX
11th Feb 2000, 02:52 PM
Another update, because I don't want to do any work right now /infopop/emoticons/icon_smile.gif:

1. Desks! Desks in the two main rooms now provide much more cover. And surprisingly, it didn't mess up the bot paths at all.
2. Added some more trims like file cabinet and computers. Mostly prefab stuff, but it didn't a) slow down the map this time or b) cause a warp gate effect anywhere /infopop/emoticons\icon_wink.gif
3. Continued the slow process of fixing some of the textures.

I also got stuck last night because I found out the map can handle an 8v8 Team DM. With the new cover, the bots freelance well enough you can kinda follow them around and help "clear" areas. Hmmmm...maybe stuck isn't the right word.

I *might* be finished with a beta on Sunday. There is that X-Files episode /infopop/emoticons\icon_wink.gif. I still need to clean up the pop machine room, add some other trims, make and applyt the new textures, and put in the new doors.