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JB-CellBlockA
I am starting to think that I may have way too much freetime, but hey, that means more time to become a better mapper.
Speaking of which, my current work in progress (not even to beta status yet) is called JB-CellBlockA. Credit goes to expisCoR for the idea, it was in a thread he posted way back when on our clan website. The entire thing takes place in a cell block of a prison. This map is small, but made to accomodate 16 players at a time. The action is freakishly frantic and fast paced. The cellblock is three levels tall, with the top level holding the release switches. JB-CellBlockA has: 8 seperate jails per team, all released by the same switch. A few custom meshes and brushes, nothing complicated. No fewer than 100 cells, each with a working door. Bot sniping points. JB-CellBlockA will have: An Arena (I was thinking of doing a prison shower room for this one )I still need to get bots to use most of the doors. Lots of door actors to set. Still need to add shields and health, health vials and adrenaline. Execution Sequence (might be custom, might not) JB-CellblockA will not have: A redeemer. One shot would take out half the map easily. No vehicles. Again, it's just too small. There is no version to download just yet, and I'm predicting that the map may have some performance problems once it's finished. I will have to study this further as I continue to work on it. However, I have included some screenshots for your enjoyment. Let me know what you think!
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#2 | |
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I really like the look of this one. So far from the pics it looks very atmospheric in there. Will be insane to play.
Bit of advice here on the mapping front. One map at a Time! Otherwise you end up neglecting stuff....I have done this before and regret it....
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#3 | |
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)I have split this map, trying to decide on what path to take to complete it. The second version has half of the jails removed, this took out about 100 brushes and almost 150 static meshes (in an effort to improve the frame rates). In the end it didn't really help much though, so I'm not sure if I'll keep it with all the cells or not. |
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#4 | |
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I have a 9500pro :s
Doesn't look like it should kill the fps that much though. Try making each set of jail doors as one mesh. that might help.
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#5 |
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Looks atmospheric.
With a cell block theme, you're going to have to have a pretty nasty execution! Remember the electric chair in the Alcatraz map? The floor in the main area looks a bit flat though. Any way you can break it up a bit?
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<tarquin> great work on the llama hud, Wormbo. I really felt like puking
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#6 | ||
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#7 |
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I think the performance problem is due to the 15 bots that I test the map with. (That and the lights.)
Let's see, a way of breaking up the floor hmm? There is already stuff under it, so maybe I'll just work that into some see through grating or something. |
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#8 | |
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You have done a level rebuild before you test. Sometimes that can kill your fps. also are you testing with UED or lots of other programs that may slow down the game.
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#9 |
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Thinktank for the "Head CoR JB Mapper"
Join Date: Mar. 12th, 2005
Location: West Chester, PA
Posts: 56
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Just looking at the screen shots, it looks like it is going to be great. I made a couple attempts at this, but couldn't seem to get what I wanted, and this is it. Very nice. I think I may have tried to make it too big. Oh well, whatever, nice pics and I would love to try it out some time [soon].
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#10 |
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I had this huge page long response written here, and I lost it all... Death to the funky keyboards!!!!!
Summary time! If you would like an advanced version of the map just pm me and we'll set it up for me to email it to you once the arena is done and the door actors are all working. (shudders...) The rest was all just random silliness. (Actually no it wasn't, this begins the edit...) The playtesting was done from the UED with Musicmatch jukebox running, all on a subpar proc. (1.37 GB) It is no wonder that 15 bots give my pc the fits. Using a theme from the jails basement I added some detail to the floor. Nothing spectacular but it get's the point across I think. Last edited by Silas Mercury; 2nd Jun 2005 at 08:04 AM. |
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#11 |
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Just remember folks, save like your life depends on it. I lost three hours of work on this map today because the UED decided to go to florida asap.
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Yeh UED has a habit about that. We had the stabability discussion over on the main BUF forums last week. Its perfectly stable once you know what causes the crashes. The one i usually fall victim to pressing back more than 3-4 times.
I'd like a version of the map to have a go on please mate. If you want me to host the file to save you emailing it to people let me know.
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#13 | |
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<tarquin> great work on the llama hud, Wormbo. I really felt like puking
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#14 |
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Join Date: Oct. 3rd, 2001
Location: Frankfurt/Main, Germany
Posts: 3,829
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I'm pretty sure auto-saves are enabled by default in UnrealEd 3. Check the Auto?.ut2 files in your Maps folder...
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#15 | |
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It saves every couple of minutes in mine, but will only keep 8 copies or something. Fine for most I should think
![]() I always forget about this and panic still if I get a crash
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#16 |
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Thinktank for the "Head CoR JB Mapper"
Join Date: Mar. 12th, 2005
Location: West Chester, PA
Posts: 56
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I thought it autosaved during every build.
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#17 | |
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IT might do, can't say I've checked tbh. Generally I save everytime I'm not doing anything
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#18 |
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I use version 3 but it doesn't auto save at all...
Crap. Anyways, I will take you up on your offer for hosting it. I "did" have all of the doors done and the arena almost done when the editor crashed, but now I have to do it all again. ![]() When it's done I'll let you know and post a few more screenshots or something. |
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#19 |
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It's every 5 minutes by default I think. 5 or 10, one of the two.
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#20 |
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Nice theme, I'm looking forward to playing it.
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