DM-Sub-Merged (Map)

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DW_Ant
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Nelsoncarmo26 wrote:Only thing is the texture, I have to look through the texture packs to find a glass texture.
My favorite package for glass is the UCGeneric package.

If you don't like those, then here's a section from that one document.
Transparent (windows and grates)
· AbandonArchitecture
· AbandonArchitecture-epic
· AlleriaArchitecture
· AWGlobal
· AW-Metals
· cassTextures2
· cf-Tex01
· CheckerFXB
· dom-goose
· H_E_L_Ltx
· HumanoidArchitecture
· MikeDemoLevel
· MiscEpicTex01
· Pipe_Set
· Plutonic_BP2_textures
· sg_floorsandgrates_alpha
· Shiptech
· StreamlineTakeOffTex1
· UCGeneric
· X_Mech_decayed
· X_MechStandard
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Nelsoncarmo26
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Thanks Ant,
Here... it's all done.

>Added more decor outside, and in the base; including a fish chart.

>Fixed the windows, both on lower base and upper base.

>Moved the button to the wall as it should be.

Get it here:
http://www.filefront.com/15532833/DM-Sub-Merged-V2D.zip
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DW_WailofSuicide
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Joined: Wed Dec 28, 2005 12:00 am

Image
I highly recomment taking a look at this map CTF-UCMP-Aquatica. I've included a screenshot, it's got very well executed terrain with the rocks and seaweed, fish emitters, jellyfish emitters, rising bubbles, it's all quite good and could be a good resource to look at for your map.
DW_WailofSuicide
DW Clan Member
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Joined: Wed Dec 28, 2005 12:00 am

Regarding glass and static meshes, making static meshes from UnrealEd brushes does work, but it's not really recommended because the meshes can sometimes triangulate poorly and vertices that exist in the same position won't merge, etc.

If you want to use a static mesh that's actually good, go into the editor and find a simple cube. Ex. in the Editor package, select the TexPropCube static mesh. Place it in your map. Change the skin on the displayed cube to your glass texture and then change the scaling on the cube so it fills up the space of the window and is wide enough to handle blocking the link projectiles.

The walls of your structure will need to be wide enough to handle the glass cube moving as the window opens/closes.
Nelsoncarmo26
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That's what I've done wailo.
Thanks for all the help, but you guys missed my last post somehow?

I have posted the link to the latest update, where everything is fixed and done.
Check it out.
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DW_Ant
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Location: North Carolina

Here's a download link for CTF-UCMP-Aquatica
This map definitely has potential (visually speaking). Use this map to your advantage ;)
There are more stuff at the ocean floor than sand. I hope this map will give ya some neat ideas.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
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That looks like an edit of DOM-Oceanic, which is a default map.
But anyway, I'll have a look.

Thing is, I'm not limited by imagination or knowledge of surroundings, and I'm not limited of mapping skills, since I'm learning new things everyday, thanks to you Ant and tutorials... and a lot of stuff i figured out by myself, by trying different things.

I am limited by resources, since I don't have the means to create custom meshes.

Sure, the default meshes may contain a lot of stuff which I may find usefull for this map, but it's the hassle of going through every single mesh pack to find something that will suit the theme.

Ok, I'll see what I can come up with.
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DW_Ant
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Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Nelsoncarmo26 wrote:That looks like an edit of DO?M-Oceanic, which is a default map.
But anyway, I'll have a look.
Oceanic is not the same. It only displays the skybox with sharks and bubbles. Aquatica has seaweed, rocks, fish emitters, fern meshes you can find in your static mesh browser (see display ---> static mesh of their properties to see where these meshes came from), and lighting technique that really convinces players they are at the bottom.
Nelsoncarmo26 wrote:I am limited by resources, since I don't have the means to create custom meshes.
Not really. If you want to build some unique shapes, I would check out the 2D editor. This will modify your red brush builder's shape so you could construct some neat BSP brushes.
Then for whatever reason, you could convert these BSP brushes to static meshes.
With the 2D editor, I was able to construct this baby:
Image
Excluding the background, there are absolutely no static meshes on that ship. It's pure BSP in this picture.

I'm spending unusual amount of time on writing so I'll return to the information relevant to your map:
-It looks like you may have accidentally deleted one of your window panels in the upper floor but left the blocking volume intact.
To save time, may I recommend you check and test your maps before submitting them?
-This isn't really a need, but it would really improve your map by adding visual details. You got the tools and the resources, but it's up to you if you want to use them.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
Nelsoncarmo26
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Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
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Ant, I need help.
I have looked at the map and all... I can't seem to work out how the 2D shapper tool works... not a clue.
I have to search for tutorials in how to work with it.

But the most important thing here is that I have no idea what else to do with this map... I have looked at many pictures and maps for inspiration, but when it comes the time to execute it, my mind goes absolutelly blank and can't do anything.

I want to improve this map, but it's like HAAAAAGH, man!

So I really don't know...

You guys checked the latest update for this map?

EDIT: By the way, the picture you posted... thAt is the map I was refering to... the one with the rain.
How did you get the rain to look so realistic?
It's allways good to know for future reference.
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DW_Ant
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Nelsoncarmo26 wrote:Ant, I need help.
I have looked at the map and all... I can't seem to work out how the 2D shapper tool works... not a clue.
I have to search for tutorials in how to work with it.
Quick 2D Editor Tutorial
Nelsoncarmo26 wrote:But the most important thing here is that I have no idea what else to do with this map... I have looked at many pictures and maps for inspiration, but when it comes the time to execute it, my mind goes absolutelly blank and can't do anything.

I want to improve this map, but it's like HAAAAAGH, man!

So I really don't know...
Develop a plan of execution. Take it one step at a time. Never do the whole thing at once. If you're out of ideas, jog your memory. Stand up, and go for a walk or jog. Stair at your notes. Sit outdoors and watch the scene are all options you could try to clear your memory.
Nelsoncarmo26 wrote:You guys checked the latest update for this map?
Thought you were going to update it, but I guess we could look at the last version.
Nelsoncarmo26 wrote:EDIT: By the way, the picture you posted... thAt is the map I was refering to... the one with the rain.
How did you get the rain to look so realistic?
It's allways good to know for future reference.
I guess the most helpful way is the taste you have. If something is not right, you'll make the slight adjustment to get it the way you see. Note: pressing "P" while the viewport is selected will allow you to animate and update the map as you make the changes. So if you're building an emitter, the best way is to animate the map, then create the emitter, look at the current version, notice something is slightly wrong, then change it.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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