Is there a mod in need of a mapper?

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SwampF0x

New Member
Aug 4, 2005
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supermonkey said:
Those maps are pretty good, definately not a peice of work to laugh at... good work keep it up :),

now...was that so hard to say guys. and ty lol.....i've been waiting for a comment like that. :D
 

Angel_Mapper

Goooooooats
Jun 17, 2001
3,532
3
38
Cape Suzette
www.angelmapper.com
Look, some of us are genuinely trying to help. If you can't take honest criticism, don't post any of your work.

1) Don't post editor screenshots, they simply don't look good. Non-mappers will wonder what all the crap is that's cluttering up the screen, and it will detract from the shot. Go in-game and type togglescreenshotmode into the console (~ key) to get rid of the HUD, then take screenshots with F9. They'll appear in your UT2004/Screenshots folder.

2) If you can't grab your audience with 2 or 3 screenshots, you're not going to do it with a dozen. Take a few shots of the most interesting areas, not 20 shots of every nook and cranny.


Super-fun-happy-time comments aren't going to help you get better as a mapper, the ones that are pointing out problems will. Don't take them personally. Use them to improve your work.
 

supermonkey

New Member
Oct 17, 2004
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www.geocities.com
Well, angle_mapper has good points. Here's a random point that doesn't have to do with this really, when other people play mods if it's fun they're going to like it, most of the time it's only the game designers who say it sucks because your map has errors... if you put those maps in mods or upload them places a lot of people will like them man.
 

SwampF0x

New Member
Aug 4, 2005
61
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They are in a Mod (Frag.Ops) and ppl love them. Here is my most recent map.

a5pb.jpg

b6ah.jpg

c9sh.jpg

d0bd.jpg
 

Parser

Hello
May 7, 2002
1,531
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England baby!
fraghouse.beyondunreal.com
Angel_Mapper said:
Is that zone lit? Sorry, the lighting looks horrible. No shadows, no contrast, nothing interesting to draw the eye.

Yeah, think of how much cooler it would look with some kind of brooding nighttime lighting. Of course you might get people complaining about darkness and brightskins if you put lighting in it, because pro players don't play with shadows and strategic lighting hurr.
donkeyhead.gif
 

DingBat

New Member
Apr 13, 2004
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Here's a few observations on your last batch of screenies. Take them in the spirit they are intended.

1. Lighting. There doesn't appear to be any.
2. The brick texture on the houses could be better. It's repetitive and a little too "red".
3. The wood texture (I think it's wood) on the house in the 2nd pic looks totally stretched.
4. Scaling is way off on a few of the meshes.
a. The door on the house in the 2nd pic is twice as high as the cars.
b. And that's one honkin big fire hydrant.
c. The road is barely one lane wide.
d. The traffic light is too short.
5. Some wierdnesses in layout:
a. There's a strange curb on the road. Yeah, I know roads have curbs, but those are usually there because the road is below the grade of the sidewalks and terrain around them.
b. Why is there a tractor trailer in the middle of this suburb?

That's just a few things that immediately come to mind. Hope it helps.
 

SwampF0x

New Member
Aug 4, 2005
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DingBat said:
Here's a few observations on your last batch of screenies. Take them in the spirit they are intended.

1. Lighting. There doesn't appear to be any.
2. The brick texture on the houses could be better. It's repetitive and a little too "red".
3. The wood texture (I think it's wood) on the house in the 2nd pic looks totally stretched.
4. Scaling is way off on a few of the meshes.
a. The door on the house in the 2nd pic is twice as high as the cars.
b. And that's one honkin big fire hydrant.
c. The road is barely one lane wide.
d. The traffic light is too short.
5. Some wierdnesses in layout:
a. There's a strange curb on the road. Yeah, I know roads have curbs, but those are usually there because the road is below the grade of the sidewalks and terrain around them.
b. Why is there a tractor trailer in the middle of this suburb?

That's just a few things that immediately come to mind. Hope it helps.

1. What do u mean with that?
2. That was the best i could do b.c Frag.Ops doesnt have many and the few that do are huge and i have alot of ppl that use Dial Up and the map needs to stay small.
3. Its not streched it just looks that way in the pic.
4. Forgot to do some of them...sry...
5. Because it just takes up room and it helps the game play of it. (Frag.Ops game play btw)
and angel i will be adding like green,yellow,red lights to the stop lights.
 
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DingBat

New Member
Apr 13, 2004
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SwampF0x said:
1. What do u mean with that?
2. That was the best i could do b.c Frag.Ops doesnt have many and the few that do are huge and i have alot of ppl that use Dial Up and the map needs to stay small.

Hi,

1. Maybe I can't see it very well in the screenies but the lighting looks dead flat. Is there a sunlight actor or is the level lit just with zone light? There's no depth, or shadows, or contrast anywhere.

2. What's the size of the map? 10Mb? 20? A few more k on top of that for some added texture variety is worth it. Your choice tho.

Cheers
 

SwampF0x

New Member
Aug 4, 2005
61
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yah that is sunlight and i tried to shadow cast it and have terribly failed. And what txturs do u c that need to be changed? and would a "good job, but..." be to much trouble guys?
 

SuperApe

Registered Monkey
Mar 20, 2004
333
0
16
Inna Jungle
wiki.beyondunreal.com
SwampF0x said:
and would a "good job, but..." be to much trouble guys?
Please, ...
If you're looking for kudos and applause, you're in the wrong place and going about it the wrong way.
If you're interested in suggestions from people who can help you (like with lighting), then take their advice with gratitude.
So far, your posts have come off about as congenial as a Kodiak bear raiding a basket of sandwiches.


... mmm ...
Sandwiches.
 

SwampF0x

New Member
Aug 4, 2005
61
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i dont mind ppl saying "o' well this is big, that needs to be scaled." but i've gotten like 2 compliments off this forum and its all little things man. u asked me to map for ur Mut. and u didnt even compiment then. i would like a little gratitude
 

Turret 49

Doomer at heart
Jun 26, 2004
1,278
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^that cylinder in the last pic has way too many sides than you'll ever need, but the map around it is looking good :)
 

SwampF0x

New Member
Aug 4, 2005
61
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Turret 49 said:
^that cylinder in the last pic has way too many sides than you'll ever need, but the map around it is looking good :)

it needed that many sides to be a perfect circle b.c that "A" Thing needed to get through it. and ty for the compliment i apreciate it. and i made this in Photo Shop for my clan.
stodnightfall2copy6ht.jpg
 
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DingBat

New Member
Apr 13, 2004
19
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0
SwampF0x said:
yah that is sunlight and i tried to shadow cast it and have terribly failed. And what txturs do u c that need to be changed? and would a "good job, but..." be to much trouble guys?

If the advice goes down better with a "good job" in front of it, then... good job.

Personally, I don't WANT to hear "good job". "Good job" tells me nothing. Crits tell me about things that I've missed, or things I didn't consider important but others do. Crits tell me how to get better.

Do you want your ego stroked or do you want to get better?

I'm no great mapper myself, certainly not on the level of others who have replied here. However, what little skill I do have, I got mostly from listening to feedback from others.

No one's trying to be "mean" here.
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Wow, that BSP cylinder in the last pic is WAYYY to much sided. Conssider 12-20 as maximum.