Posted: Mon May 31, 2010 8:36 pm Post subject: Time to Shine - Map Building Challenge
Hey everyone, I tried a map builders challenge a few months ago with no success. No maps were submitted so the contest was a bust. I noticed some people had some interest and had great ideas. I am going to host another map building challenge.
If you do not know how to make a map, there are tutorials posted. These tutorials are easy to follow and is what Tim and I used to start. Tim and I will be exempt from competing in this contest. However, we will be here to answer any questions anyone has. It is much easier for us to help you if you use ventrilio. If you have a signature and need it imported send Tim a PM and send him your signature. If you don't have a signature ask Tim nicely and he might make you one. He will require pictures and an idea of what you want.
~~~~ Guidelines for maps ~~~~
- Only 1 game mod, adversarial only.
- All maps will be built with items from stock maps.
- Map must include builders signature.
- Map can be any size and height.
- Most importantly NO limit to imagination.
~~~~ Prizes ~~~~
- Prizes will be announced July 31st 2010 (subject to change)
- Voting will be done by Saklez, Tim, Fodder, and Maggotbrain.
- Player Awareness (bragging rights) is the biggest prize.
I would like to take the time to thank everyone for their participation and good luck to all contestants. I can't wait to see what gets submitted.
~~~~ FAQ: ~~~~
Who can compete in this challenge?
Any Member of Shadow Squad excluding TimBitz, Fodder and myself.
When does this contest start?
Contests starts June 1st 2010.
How long do I have to complete a map?
All maps will need to be submitted on or before July 15th 2010.
Where can I submit my map?
All maps can be sent to steel_puncher(at)hotmail.com
Prizes will be based on originality, detail, and game play. Anyone submitting a map must send your full mailing address with the map, so prizes can be sent out. All maps will need to be sent to Saklez upon completion.
Here is a map RSM called start.rsm. This map file has all the basic components you would need to start any map, such as player spawns and what not. You can either open the file and then immediately 'Save As' and save it to your own file name, or you can simply copy the stuff in it and paste it into your already existing map.
Posted: Tue Jun 01, 2010 1:00 pm Post subject: Re: Time to Shine - Map Building Challenge
This sounds nice, never made one in my life and I have the game for about 7 years now...I'm gonna try some things, but first I need to do the other things I applied for...
If I have enough spare time, I'll try to make a map, might have a name already SS_No_Wings lmao
I might need some help with it, so I'm gonna take a look on the tutorials and might catch you guys up for some extra help, anyhow it won't be this week cuz' I already have some things to do
Eagle
Always keep a bullet in your pocket, you never know what might be your last shot...
Posted: Tue Jun 01, 2010 1:04 pm Post subject: Re: Time to Shine - Map Building Challenge
Sounds like fun, I have never made a map just because I find it confusing and never had to, but i will try to see what I can come up with. Dont's expect much from me tho
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Posted: Tue Jun 01, 2010 1:09 pm Post subject: Re: Time to Shine - Map Building Challenge
I missed the last deadline, but I won't miss this one. Count me in.
No, I’m not a pessimist. At some point the world shits on everybody. Pretending it ain’t shit makes you an idiot, not an optimist. -http://shitmydadsays.tumblr.com/
Posted: Tue Jun 01, 2010 3:29 pm Post subject: Re: Time to Shine - Map Building Challenge
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Introducing.
button "ADD"- Constructing Solid shape from how the red "brush" looks in the moment. SOLID - CANT have inside something. It can only continue the objects.
button "Substruct"- making Rooms Doors Windows Areas in prebuilded Solid geometry. To start the World(map) also. yes. From how the red "brush" looks in the moment.
Only red "Brush" can build anything. To change the shape - change it.
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Significant FACTORS:
-- Hard to believe, if ya want to make a room & walls one time in already builded by you Solid cube/construction that have size, 260 units (all 3 ways-height/width/long). Units almost as santimeters. (2 meters, 60 sm) . All you need is to turn brush into maybe 220 units. then place brush in the middle of Solid cube and substruct. Bam! thinckness of walls in the Solid cube 260units became like... guess? 20 units. great. + Room. Wanderfull. What Else man need?! (its like 40 that splited to 20... b/c the substruction was in the middle.
--Keyboard buttons + mouse = the only way to Get functionality. "Everything on its places here". /// Left Mouse, Right Mouse, Left+Right Mouse - free Move functions. AND if you hold "CTRL" button + any of 3 mouse variations - You can Move selected object (to select and manipulate the Brush in 3D or 2D view - select it in one of 2D Views). Some Tools, "Actor Scalling" for example. Allow to resize Brush or already maded Brushes without need in accurate sets of parameter - manualy. Tip. If you has broken your interface in UnrealEditor by suddenly pressing some of the keyboard button and it cant comeback-like after all... Now you know that ...RavenShield\System\unrealed.ini file responding for the configuration of Editor. Ask friends 4 one.
--Right click on Cube Button (or any else). Now you can setup parameters of Brush.
-- Crossing onto eachother/Unaccurate calculation - not important for "Substruction" function (mostly). / Even if rotating doors (static mesh) are not exactly stand on/in the substructed area (ground like). Windows?Not sure. Doors - the matter of your talent. // 'Crossing onto eachother/Unaccurate calculation - important for "Add" function. b/c go over the rule may cause trouble with Rebuilding (if you cant "rebuild all" the map = it wont work in the game. Trouble - sudden crashes. Trouble - looong rebuilding process after you build some city (can be done). Mostly "city-builders" might noticed, that not the 7min. of rebuilding process - suck. suck is that you must done rebuilding every 2mins of modeling in difficult positions. RVS Unreal EDitor, if you will done this very very very literate - you can build a mini-Alaska, Beach, Metropolitan, your dreams comes true!
-- StaticMeshes, they give a shit about geometry. They Also can be resized. Cup of Tea can be Cup of tea with Seattle Tower height. Static meshes available in Roots. This thing are-like - "Static geometry meshes/"position"". With expirence SM_ can be fucked anyhow... customly created, they even can Move!
-- SavinG progress of work. UnrealED automaticly saving every ... min progress into root/maps folder ...as auto1, auto2..auto9. Do never trust to this - suicide! Manualy save map before any (700k) dangerous operation to make (cause of full crashes in editor). And save As every time you planing to make something different to a logic - way. Its proffesionaly but still easy. / Recommend to take names like "Covered_Shank", "Covered_Shank2", "Covered_Shank2b", "Covered_Shank2c", "Covered_Shank3", "Covered_Shank3b", "Covered_Shank3c"... . NoSpaces. The number after the name - mean importence of done changes to the map. And letter - means the changes, that progressively a-b-c-...k - coordinating you from all of this possible 4-10-30 files or more (joke). UnrealEditor has give a shit where is the your Map located while you just working on it (map file only .RSM file - thats all you need). ITS EASIER! All others files that can be just created (textures, template, staticmeshes, sounds, and others...) - must be and must be Saved in native folders (forever). Importance to Names to all files (that connected to your map-like) are important! Never rename it. No spaces! or use this_ LITERATE IT!!!!!! Finaly by using RVS tutorials (inet), this happieness will tell you how to TEST-out map in the game. Of course to play it and let others to.You have to put your "Covered_Shank" .rsm (map) file into root/maps folder BEFORE. If your last edition of "Covered_Shank" had "Covered_Shank8T" name Just rename it into "Covered_Shank" back - thats all you really need to do.
-- Any Added/Substracted brush already, can be simply manipulated-back. Select brush (blue/yellow respectively) that you make but you make mistake (from Top/left/.... views only). then move it rotate resize (by Tools or Menu). No chance to see it visualy changed in 3d view. It Will be changed visualy after...Rebuilding.
--2D Shape editor: (Red Triangle button on top) - Its the same as making a simple shapes (cube) into brush But more DETAILED. Difference that you can Free to yourself Draw one of the (x/y/z) sides & make "Extruded Shape". Heh, dont even try to make "Mona Lisa" shape...and heh, texturise it. (this thing not really like high detailisation & more - the holes inside.
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At least I hope it will help You out.
I really hope itll help some another like me.
Any simple question that i can answer or we can debate. Dont be afraid of yourself.
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Maybe if someone dont know (im a bit tired for a moment). try to check out - en.wikipedia.org/wiki/Main_Page or answers.com/ for the answer of (maybe im wrong) how to correctly to yourselves explain what is "CENTIMETER" compare to other "Units of measure".
P.S. words "sentimeter" used in Tips spelled wrong. More accurate is - "CENTIMETER". Hope it help both sides.
Posted: Tue Jun 01, 2010 4:36 pm Post subject: Re: Time to Shine - Map Building Challenge
Thats great to see people interested. One thing I would like to point out is for most people this will be the first time in the editor. The maps you make might not look like the best map, but you never know how it will play. There are 2 major things that make a map. 1) How playable the map is. 2) Aesthetics, how nice it looks. As long as it's playable that is all that people will care about. It doesn't have to be pretty, the only people that look at detail are map builders. Take SS_Aneurysm for example, I had just finished building and I added some textures and put it up on the server to see how it played. People liked it so much they didn't want me to finish it. Didn't look pretty at all but played nice.
Anyway if anyone that has read the tutorials and still needs help you can always ask Tim, Fodder, or myself and we will be happy to help. Make sure you read the tutorial before asking for help.
Have fun with this, be as creative as you can. I can't wait to see what everyone comes up with.
Posted: Fri Jun 04, 2010 2:10 am Post subject: Re: Time to Shine - Map Building Challenge
I have been getting asked questions about how to use the editor. I hear other talking about making maps. This is awesome that people are trying this time. I really can't wait to see what everyone comes up with. It all may seem overwhelming at first, but once you get the basics its still overwhelming lol. It's not that bad really. Remember if anyone needs help with anything shoot Tim, Fodder, or myself a PM or catch us on vent. It is much easier for us to explain to you if you are in the editor, so if you have questions and are on vent, make sure you are in the editor.
Posted: Fri Jun 04, 2010 7:06 am Post subject: Re: Time to Shine - Map Building Challenge
yup i agree with greg how great it is to see other peoples interest in building maps.
i have been in ventrilo recently to be available for questions, it truly helps to read the tutorials but their are times when a simple question can help speed up the learning proses and im glad to help anyone interested in building maps.
start simple and build on your knowledge from their.
their are also tons of little tips to pass on as you develop your skills.
hopefully some of you will stick with it, and other will at least be able to brag about having a working map that everyone gets to play on.
trying to start of with a masterpiece will usually end in frustration, creating a simple yet working map is the foundation to creating and bringing more and more complex ideas to life.
definitely look forward to seeing what everyone comes up with.
Posted: Sun Jun 06, 2010 2:37 am Post subject: Re: Time to Shine - Map Building Challenge
LITERBILIKRIBRLY. GRAY-CLAY-GAY-PLAY-OKGAYPLAY. FUCKEEEEEER!!! Good evening. Lets talk about modelling, will figuring it out. I will try to make another help 4 someone or someone like me. Lets comeback in a future.
Architecture - ARCHI TEC TURE. Whats this mean? I really dont know. But if think/explain its something like Tour along civilized beach with Archi-important 3 houses builded near the sea. Im not so interested at this moment to coordinate you after you read this clever explanation. But this what in UnrealEd liked by everyone. Yes. Its easy to construct ...buildings? Not! the "special effects" this liked by everyone b/c its easy to employ here. Main effect is unfucking real 4 the 2003's feeling of place - RVS graphics engine. (Yeti's - know what im talking about). But in this right frame - its tactical ops "gogogo" - drug./ Other effects. Cool? Cool. Lets go.
Here is a my first map that i did (2009spring). not a something. ive got information (Adding, Substruction) - and i did make it! I think make GIF animation is less interesting. Or you doing map and enjoying yourself or you not a man. Its like Training map 4 everyone who 4 some reasons will make an exercise. I did some theory even if no one care it cares me to do that. Of course im talking about the picture link. That was my really fast and first. Ok another link is the mrs.Map. same training map. nothing about Art thinking just practice. As a First map of anyone, its interesting to watch on it in UnrealEd. If someone decide to?- turn Texturised view only to see the walls. It probably can be explored in the Game, nothing special. my first map.
P.S. My interest of this explaining above based on personal understanding of 'unusual' technic of UnrealEditor. Its miles away from painting anything inside (like i thought). Is it make sense?! Hell yea, the help - always make sense. In some situations FULL SKIP can help too (no one care about).
Posted: Sun Jun 06, 2010 4:54 am Post subject: Re: Time to Shine - Map Building Challenge
yegor
first off great first map ya have going, i truly love the abstract theme ya have going on.
first and foremost, you have to add or subtract with your "toggle grid snap" turned on
this icon is at the bottom of the page next to the grid size (you should normally build in size 16) the toggle rotation snap should also be on.
it looks like your already building in the powers of 2 for your dimensions.
also if you think of the editor as a huge box of cheese, and you need to "carve out" sections to make a room, you had almost every subtractive with an additive in its place.
if you first subtract you will see your room, once their is a room then you can add blocks, that you can also subtract from, but i recommend trying to mostly subtract if possible.
i have taken the time (about 2 and a half hours now) to rebuild your map and fix your builder brush errors, and align everything up for you and fix the additive brush issue, i hope by looking at how i have done it it will help guide you in your additions and subtractions.
i have also added a single player insertion ( the green one with no texture)
and 1 green and red team insertion for you to duplicate (highlight it and hold down the crtl button and push the "W" button over and over until you have 8 red and 8 green)
i have also added the needed "zone info" for you in your map, along with a single light build, needed to see in your map.
with just these few changes your map can be complete and playable at this level, for adv only.
i also added level sounds so their are foot steps as you run around the map.
one last thing, when ever you name a map with 2 words, you must separate them with an underscore _
i have also fixed this in your map name and ini file.
i really hope to see more great work and hope with these helpful tips, you will be able to continue to move forward and not get frustrated or hung up or stuck on things that needed to be fixed or changed.
i am glad you shared your creation with us in this early stage so it was not so drastic that i did not want to spend my time fixing it.
i highly stress to anyone elt's making maps if you do not understand my explanation regarding building your builder brush to the grid line with toggle snap on then please make the time to stop in ventrillo and talk with me or tim or greg about it so you don't make an entire creation that cant be salvaged.
Posted: Thu Jun 17, 2010 7:54 pm Post subject: Re: Time to Shine - Map Building Challenge
soooo
how is the map building going, haven't heard to much feedback recently.
hope for those who are building you arnt getting to far ahead with your work without letting tim, greg or myself look at it to help catch anything that could get out of hand that would need to be corrected.
wicked = now that you got your window to show up, ya done any building yet?
blaze = had a good idea and start on a map, ya moved forward any?
yegor = looked at and helped edit your map saw ya post ya was gonna give a reply later, how is that going, did ya get an better idea on how to line up your builder brushes and use additives/subtractive correctly , anything added since your last post?
austin = your map has the most promise of being a finished version from what ive seen, but haven't seen ya on recently, how is the progress coming along. really looking forward to seeing that one completed. lets get together again and see were your at!
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Posted: Thu Jun 17, 2010 10:41 pm Post subject: Re: Time to Shine - Map Building Challenge
Hey guys, your help is greatly appreciated. I am working on an adver. only map for the contest and am close to finishing it. There are a few bugs I would like to work out. In one case I have built steps (2) leading to a doorway in a wall. I placed a collision hull above the steps and an R6stair Volume around both the steps and collision hull. When I build the map I do not get errors. There are advanced path nodes at the bottom and top of the stairs. I test this map in Lone Wolf. When I get to these steps and doorway I can go up the steps and through the doorway easily. When I turn around to go back through the doorway and down the steps I am unable to move forward. When I test the map in Lone Wolf without the collision hull or R6stair volume, I have no problem with the steps. What have I done? Any suggestions for fixing this?
No, I’m not a pessimist. At some point the world shits on everybody. Pretending it ain’t shit makes you an idiot, not an optimist. -http://shitmydadsays.tumblr.com/
personally i don't use stair volumes, they cant be copied and pasted and have to be built each time.
using an invisible sm as a ramp works just fine, sometimes their are places were you should use a volume and collision hull so as not to get a spin glitch were you could walk off the stairs onto another location or other circumstances but all in all don't bother.
if you had posted a link to dl your map i could of possibly looked at it to help explain what was done wrong to help ya figure it out, but without seeing it i have no answer only a link to help guide ya.
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