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Old 3rd Feb 2006, 08:30 PM   #1
darkwarlock
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how do you create your own map?

need to know how to make a map please?
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Old 3rd Feb 2006, 08:32 PM   #2
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ive tried instaling the map editor
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Old 3rd Feb 2006, 08:36 PM   #3
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Have you looked here?
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Old 3rd Feb 2006, 09:13 PM   #4
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thank you i will be in you det mOdEtWo
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Old 3rd Feb 2006, 10:05 PM   #5
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Old 4th Feb 2006, 05:15 AM   #6
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Im telling you, its someone from the AS forums in disguise.
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Old 4th Feb 2006, 05:30 AM   #7
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Is that a confession, Darklord?
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Old 4th Feb 2006, 06:49 AM   #8
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More of an accusation...
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Old 4th Feb 2006, 07:49 AM   #9
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Shredder's back!
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Old 4th Feb 2006, 07:49 AM   #10
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Remmember, DONT SAVE THE MYLEVEL PACKAGE!

Tip: If the viewports go white, Dont reinstall ut2004 like i used to do. be smart and go to view>Configure Viewports, And just pick anyone you want.
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Old 4th Feb 2006, 08:29 AM   #11
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Reinstalling is what pros do!
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Old 4th Feb 2006, 08:51 AM   #12
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=0 I always thought the viewports were meant to be white so many years of testing what my map looks like by pressing the play button
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Old 4th Feb 2006, 10:53 AM   #13
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No, you're doing it all right. Mapping by feel. You have to sense where your brushes are going. Sight is a crutch.
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Old 7th Feb 2006, 01:24 PM   #14
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yes i know thats pathatic i should probaly know how to make a map.
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Old 7th Feb 2006, 04:24 PM   #15
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 Originally Posted by darkwarlock:
yes i know thats pathatic i should probaly know how to make a map.
No it's not. Many people still don't know how to map for ut2004. It may seem alot do, But if you managed to get the figures of the amount of people mapped for ut2004, And the amount that just simply play. I bet playing would be at least 2 times greater.

if you would like to get help/support on your mapping, you can post here in theese forums and maybe get some help on the shoutbox(which you need to get access to). Alternitaly, you could join Soulbreakers, Which welcome all mappers of any talent. If you join, You would get to be a moderator(yay!) and would get ftp access so you can share your map's with us. We would help you out with mapping and make sure you were doing alright.
So join now (Hint hint, Nudge Nudge )
our website.
www.soulbreakers.ath.cx (I'm midgetman on that)

Well which do you choose, Unlimited space for you to upload your maps and get real time help? Or....erm...Have to upload to mapraider.com and wait....5 days...then you can post about it and ask "What's wrong?"

Your choice
(Altough, You can do neither )
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Old 7th Feb 2006, 05:16 PM   #16
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http://www.darkuranium.ath.cx/forum_viewtopic.php?6.206
A mapping tutorial I wrote... I forgot to include a sample map (I will in the update), sorry for that...

And as those guys said... Mapping is easy, but you gotta learn how to do it.

So, if you want to join us, just sign below that line for your death sent... Erm, mapping contract
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Old 13th Mar 2006, 08:16 AM   #17
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Textures-Compressing

What compression is better for the textures that we can import?
Is there any serious difference between the types? (Both in quality and size)
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Old 13th Mar 2006, 09:12 AM   #18
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DXT (.dds) compression

Use DXT1 if you don't use alpha channels. Use DXT3 or 5 for alpha (there's a slight difference)

If you use .bmp or .tga your map/package will be huge
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Old 13th Mar 2006, 09:51 AM   #19
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Thanks. I noticed that just one tga 256X256 texture had some effect in the size and I was wondering.
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Old 14th Mar 2006, 03:12 AM   #20
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 Originally Posted by sofos:
Thanks. I noticed that just one tga 256X256 texture had some effect in the size and I was wondering.
Yeh, Remmember, Textures always have to be to the power of 2. (152,256,1024, etc.) Or they won't import.
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Old 14th Mar 2006, 01:46 PM   #21
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 Originally Posted by deathispainfull:
Yeh, Remmember, Textures always have to be to the power of 2. (152,256,1024, etc.) Or they won't import.
For a dds it must also be a multiple of 4
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Old 15th Mar 2006, 07:58 AM   #22
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Buzzers suicide

I have a map with a lava pool. There is a passage that leads to a computer that must be hacked. I want buzzers to start attacking the player (started using event). So I use spawners but I have to place them at least 800 units away from the computer, so that the player doesn't see them spawning. The problem is that buzzers never reach the player, because they fall to the lava and die. I have tried raising their speed scale, but it looks very funny buzzers flying 3 times faster than normal.(plus without auto-aim you can't kill them). Is there anything else I can do, or I should change my idea. And generally these buzzers fly or just moving staight until they find an enemy or an obstacle?
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Old 15th Mar 2006, 08:05 AM   #23
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You can place a blocking volume that blocks only buzzers, check out AO-Uplink to see how it works.
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Old 15th Mar 2006, 08:24 AM   #24
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Thanks. I will check it.
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Old 15th Mar 2006, 02:14 PM   #25
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You can change the distance aliens "see" you as well
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Old 15th Mar 2006, 03:47 PM   #26
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I thought they had no eye's and could only hear and smell you, altough, have you ever seen ears on them? 0_o
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Old 15th Mar 2006, 04:02 PM   #27
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 Originally Posted by BiG_D:
You can place a blocking volume that blocks only buzzers, check out AO-Uplink to see how it works.
Bloking volume Properties-> BlockedClass-> AoBuzzerPawn
&& bClassBlocker True. That is so powerful. I didn't know that thanks.
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Old 15th Mar 2006, 05:48 PM   #28
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Pfff... real buzzers do fly!
Don't use no good sigma buzzarses!
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Old 19th Jul 2006, 11:17 PM   #29
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You all remind me of what my first counter strike map looked like , those were good times...
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