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Old 16th Jan 2004, 07:10 AM   #1
Fat Marrow
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Post EAS-INF-ReactorSector46 printable map

Having played this map a bit online, it seems that few people who play it are aware that there's a printable map of the, er, map -- including full details of the objectives and diagrams of the reactor (should hopefully make things a bit clearer for those who get lost, including myself).

So, if you'll forgive the repetition, here is another copy of the map (now in PDF format -- the word doc version had a few problems with printing on some printers).

Any problems, let me know...
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File Type: pdf RS46_overview.pdf (175.1 KB, 84 views)
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Old 16th Jan 2004, 07:15 AM   #2
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Wow, great FatM!

And might i just say i absolutely LOVE the map! I think this is a good example of EAS; it's a big-ass map but it keep flowing; multpile objective make for a different fight throughout your whole game.
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Old 16th Jan 2004, 07:18 AM   #3
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An oversized to you.
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Old 16th Jan 2004, 07:20 AM   #4
Fat Marrow
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Quote:
Originally Posted by Da_Blade
Wow, great FatM!

And might i just say i absolutely LOVE the map! I think this is a good example of EAS; it's a big-ass map but it keep flowing; multpile objective make for a different fight throughout your whole game.
Aw, thanks

I look forward to playing the level with lots of people who know their way around (interesting to see what strategies develop) -- hasn't really happened yet, but it's still been fun to play.
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Old 16th Jan 2004, 07:23 AM   #5
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Well, the regulars on Inforcers slowly get to know the map now, and it shows in much more interesting gameplay. I find myself fighting over a different piece of hallway, or huge hall, every life. I already found out that if you die on this map; don't go back to the same place. Wasting lives is the last thing you want on this map; you need every life for each objective
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Old 16th Jan 2004, 07:26 AM   #6
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Quote:
Originally Posted by Da_Blade
Well, the regulars on Inforcers slowly get to know the map now, and it shows in much more interesting gameplay. I find myself fighting over a different piece of hallway, or huge hall, every life. I already found out that if you die on this map; don't go back to the same place. Wasting lives is the last thing you want on this map; you need every life for each objective
Yeah... only proper chokepoints are really at the objectives themselves. Gawd bless Spooge and his multiple routes
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Old 16th Jan 2004, 10:55 AM   #7
Vega-don
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Dam ! sector 4 control room is here!

id been searching it for ages
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Old 16th Jan 2004, 12:16 PM   #8
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Damn Fat, I forgot to include the information that there is a map of the map in the file in my review on combatmaps. Ill correct that ASAP. sorry
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Old 17th Jan 2004, 05:23 PM   #9
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Quote:
Originally Posted by {GD}NTKB
Damn Fat, I forgot to include the information that there is a map of the map in the file in my review on combatmaps. Ill correct that ASAP. sorry
No problem -- no reason you should have done either
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Old 17th Jan 2004, 06:34 PM   #10
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Got any tutorials-advices on how to make good textures?
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Old 17th Jan 2004, 09:35 PM   #11
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Quote:
Originally Posted by Doc_EDo
Got any tutorials-advices on how to make good textures?
Either (1) be artistic, or (2) buy a digital camera (I went with 2). UnrealWiki probably covers most of the technical aspects (e.g. save as PCX indexed). I think that's at unrealwiki.beyondunreal.com.

For my textures based on photos, after resizing to 256x256, 256x128 or whatever, I up the contrast a bit, occasionally tweak the brightness, and apply an enhance filter (using a value of approx 30 in The Gimp). I may or may not mip-map the texture depending on its usage (i.e. for shop fronts not seen from a distance I may not use mip-mapping, to get effectively higher resolution). I use a clone tool to clean up textures (to remove lamp posts from shop fronts, etc). Oh yeah, perspective tool in corrective mode is essential to turn photos into textures (you need a photoshop clone to do this sort of thing normally - try The Gimp). Otherwise there's just a lot of trial and error.

For other kinds of textures, there are photoshop tutorials on the web which cover things like creating lifelike metal textures, and so on (try googling).

If you want more specifics, feel free to PM me (or maybe start another thread in the Development forum)...

Edit: Also worth noting that the textures used in the ReactorSector46 map are (I believe) Spooge's! I'll shut up now...
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Old 17th Jan 2004, 09:54 PM   #12
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Quote:
Originally Posted by Fat Marrow
Aw, thanks

I look forward to playing the level with lots of people who know their way around (interesting to see what strategies develop) -- hasn't really happened yet, but it's still been fun to play.
Yes, now people for the most part run around like headless chicken. A bit late, I know, but adding some simple signs with directions would be very useful.
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Old 17th Jan 2004, 10:40 PM   #13
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Quote:
Originally Posted by Spier
Yes, now people for the most part run around like headless chicken. A bit late, I know, but adding some simple signs with directions would be very useful.
Hmm. You're right.

It's a bit late
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Old 18th Jan 2004, 05:53 AM   #14
Vega-don
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no the map is perfect as it is.

the last objective is very hard to find though.

but its annoying when you open the mover tunnel doors and each time da blade comes and close it
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Old 18th Jan 2004, 06:31 AM   #15
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Quote:
Originally Posted by Vega-don
the last objective is very hard to find though.
Hence the printable map
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Old 18th Jan 2004, 07:15 AM   #16
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Hehe Don
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Old 18th Jan 2004, 01:51 PM   #17
{GD}Odie3
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That is a hell of a map! I get lost looking at it. Can you make a map for the map?

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