Is there a mod in need of a mapper?

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Parser

Hello
May 7, 2002
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England baby!
fraghouse.beyondunreal.com
Just some feedback about the lighting:

The first pic's lighting looks a bit bland.. perhaps you could add in some more subtle light sources using different colour shades to create a bit of variety. Don't go too crazy though.

In the other pictures, it looks like you've chosen a colour from the palette and left the brightness at 255. As a result, the maps look washed out with colour - try lowering the overall brightness and then experiment with several light actors to create subtle nuances in colour, it'll look tons better. :)
 

SwampF0x

New Member
Aug 4, 2005
61
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Kantham said:
Wow, that BSP cylinder in the last pic is WAYYY to much sided. Conssider 12-20 as maximum.

OMFG u guys even gotta complain about the sides on a cylinder? i made it that many to be a perfect circle ok?
 

Parser

Hello
May 7, 2002
1,531
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England baby!
fraghouse.beyondunreal.com
SwampF0x said:
OMFG u guys even gotta complain about the sides on a cylinder? i made it that many to be a perfect circle ok?

Because it looks quite bad. Your best bet would be to use a static mesh. That way the texture would be spread out evenly. Take a look at some of the stock static meshes which are cylindrical parts and you'll see what I mean.
 

DingBat

New Member
Apr 13, 2004
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SwampF0x said:
OMFG u guys even gotta complain about the sides on a cylinder? i made it that many to be a perfect circle ok?

We aren't complaining. You're perfectly free to make the circle as perfect as you want it.

But, it might occur to you to ask why some supposedly normal people are obsessing about the cylinder. Here are a few possible reasons:

1. Part of level design is to make the most out of the least. Every poly you use in that cylinder is a poly you may not be able to use somewhere else. As someone else pointed out, a reasonable cylinder can be done with as few as 12 sides. If you create a cylinder with 1 side per degree, that's 348 polygon's lost to the rest of your level.

Do that enough times and your level will be unplayable.

There are a lot of ways to do the same thing without using a perfectly circular cylinder.

2. The texture on the cylinder sides is not applied properly and it looks bad. Now, applying a texture properly to a cylinder can be kinda tricky, but even a rough attempt would be better than the current blur.

Everyone who tries mapping has to go through this. It's neither bad or good, it just is. Instead of looking at it as criticism, look at it as a learning opportunity. Nit picking simply means you're down to the really meaty learning opportunities.

Peace
 

SwampF0x

New Member
Aug 4, 2005
61
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screenshot005857xe.jpg
 

SwampF0x

New Member
Aug 4, 2005
61
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hm...i make a good map..edit and fix the one problem...and still no comments...hm...
 

Destro7000

Beware the Apartment Emus
Aug 12, 2002
653
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Bristol, UK
www.gamersa.barrysworld.net
Those first shots in UED are huge. I have to scroll left!

Cons Crit:
1. Have you set up your lighting, or have you turned off Dynamiclight view in the 3D viewport?
2. On the terrain, use the texture scale tool to enlarge the ground texture until it doesn't look like tiles of the same texture repeated in rows.
3. Are you asking to join a mod team?

laters, fella
 

SwampF0x

New Member
Aug 4, 2005
61
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Im not looking for one specific mod, im looking for one that needs a decent mapper, 2D Artist, or a Beta Tester.
 

supermonkey

New Member
Oct 17, 2004
40
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34
www.geocities.com
Here are some tips, don't make the rooms so big unless you have more static meshes to stick in there, you're making big rooms with about 4 things and it looks to plain, if you make them much smaller and use the same static meshes it will look better, and change the brightness of the lighting untill it looks good( sorry not so specific but the lighting is a little bright and dark in some) also changing the light color if you haven't already, getting some custom textures might look better for the types of maps you make. Some of you might not agree with these ideas but that's usually what I do for my maps.
 

SwampF0x

New Member
Aug 4, 2005
61
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yah, those are some good tips, ty, the reason why those rooms are big is because thats a spawn rooom an i need to put a goood 16 spawn points, and that way everyones not crowded around and one shot and you get a head shot
 

]F|T[Corvus

Deus Ex Machina
Aug 15, 2005
41
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Germany
www.nemesis-mod.cjb.net
Wait, wait, WEHAIT! You really wanna put 16 spawnpoints into one single room, maby even in one line or bulg...? You can't do that! Why? Because it is crab!

(Yust to warn you, I may get a bit rude during the following lines)

I yust calmed down from that ego-stuff you wrote until now, but this is blowing my pacience. That map you have done so far is imho a testmap, yust to check out some Karma-effects or so. Did you even do something like drawing concepts or a floorplan? Have you any idea of how the map shall be lookin in one final peace? I'd guess no. This is a typical noob-map. Normally, noobs come by and ask for some tips and hints to emprove thier work, but you seem to think you're better. You aren't. Learn to accept this, and maby we can talk about how to do a "good job".

yust some tip on the Spawnroom:
Try to split it in several floors or smaller rooms. There should never be more then 2 spawnpoints in one room.

P.S.: I like that photoshop work you've done. You seem to be better at 2D art.
 

Creavion

New Member
Aug 27, 2005
471
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Germany, Niedersachsen
Thats right. It`s only a cube with some random?! static meshes and crap light.
An old rule: Don`t show your first projects/maps in the internet... (maybe a good friend only)
It is a long and hard way to a good mapper... (hmm, I am at 60 % or so??^^)
 

SwampF0x

New Member
Aug 4, 2005
61
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Ok, about the spawn points because that aprently is a big deal, the reason there are so many is: In frag.ops (the Ut2004 mod i map for) you can only have one person spawn per spawn point, if that its not able to happen in a map people will be forced to sit out the round.

And thank you about the Photo Shop work, thats what i've been working on the most lately http://photobucket.com/albums/a274/TheGrimFox/ is were you can see only my PS work and not have to go through the map pics.
 

]F|T[Corvus

Deus Ex Machina
Aug 15, 2005
41
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Germany
www.nemesis-mod.cjb.net
The amount of mini- and maximum players should be arranged by the size, layout and gameplay of a map, and not only to allow as many as possible to join the game. You can do this if you wanna do a fun-map or so, but not for a serious DM-map.

For Frag.ops, think of an industrial comlpex. There can be huge shelves, air-ducts, or catwalks which allow you to subdivide a room, so no one will stand in the others way.
 

SwampF0x

New Member
Aug 4, 2005
61
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I did creat a map like that called MIS-Area51, but i dont have any SS's of it, the inside was kiking but the outside was messed up, i never found out the problem so nonone played it so i didnt post it, but if yah want i'll post it.
 

]F|T[Corvus

Deus Ex Machina
Aug 15, 2005
41
0
0
38
Germany
www.nemesis-mod.cjb.net
You really got some bad issues with the lighting, textureing, decoration and layout. You can perfectly see that you have no idea how tall the pawns are so the staircase gets way too low, while the doorframe is much too oversized.

This is nothing to be emberassed about, but it shows that still got to learn the editor's basics.

For example: Textureing
one of the most important rules: Never use textures for anything the name isn't telling you. So never use a skin as a texture for the environment, or use wall-textures for floors or cielings, and the other way around.

I recommend you lookin up some tuts before joining a mod-crew. Currently we have an apprentice for modeling, and we really got some problems with him.