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Posted: Tue Jan 17, 2006 6:44 pm
by DW_Wraith
Sounds awesome! I never knew you knew how to use 3D studio Max. Thats great! I have it, for me, its a bit of a learning curve that I keep procrastinating. I've started using Maya 3D, which for me, seems to be alot easier. It also plays better with UT2K4 when it comes to importing/exporting the items. (for me)

Mapping takes time, I'm in no hurry. Use my yahoo email address.

lawrence56073@yahoo.com

If you use the wraith@clandw for sending files, it will reject the attachment and message.

Thanks

Posted: Wed Jan 18, 2006 1:31 am
by DW_WailofSuicide
I think the "problem" (if there is one) with any primarily-vertical ONS map is that the majority of the vehicles become useless. Depending on your layout, it's possible that Mantas would be useful, and if there were enough cover, then Raptors and Cicadas... But mostly you'd be on foot. While I don't personally have a problem with that, it probably wouldn't appeal to many of the people who just like to drive around in vehicles...

Also, it's 10x easier to create a map from some terrain than it is to build a vertical structure out of BSP/SMs.

Posted: Wed Jan 18, 2006 8:52 pm
by DW_Wraith
Hey Defiant,

I'm sure you'll get it in time. If you want a book on 3ds max, I have one, its geared for 3DS Max version 6. I'll be happy to send it to you as I won't use it. Its called "3DS Max 6" by Michele Matossian. Written for beginning and intermediate users. 516 pages. Yours free if you want it.

Oh yeah, Malestrom isn't my favorite, it could be a fun map, but theres too many nodes, or they shoulld take longer to activate, or take down. I pretty much agree with you about that.

Posted: Thu Jan 19, 2006 12:53 pm
by DW_Wraith
I'll look over the map and see what I can do later tonight. If you haven't already done so, you may want to look and see if you can get your hands on this book:

http://www.amazon.com/gp/product/067232 ... e&n=283155

I bought this book last year, and its a very helpful source of information for mapping. I refer to it all the time especially when it comes to emitters etc. I like to call it the "UT Bible"....lol

Sorry to hear about your job.

Posted: Fri Jan 20, 2006 6:58 pm
by DW_Bomzin
2. A vertical ONS map - I have not seen vertical ONS maps at all. I was thinking it would be cool to have one in a highrise which was half finished and abandonded. The lower floors could be more completed, and the upper floors could be a mere skeleton. This map would be a sniper's heaven, but I wouldn't see too much opportunity for vehicles.
That would be cool lots of jump pads though holes, elevators , ladders. Straight up . Don't make levels to far apart so u can get down without injury. Make them use elevators on certain levels. Split the building for differant paths. Could be fun .

Much respect for mappers. Good luck .

Focus on Strategy

Posted: Mon Jan 23, 2006 6:35 am
by rambo4blood
DAMNIDGE wrote:I also really like levels with a lot of obstacles in them, that are big enough to need vehicles, but not so big that playing on foot is pointless or arduous.!
I agree that making maps where the foot soldger is pontless is a pain, but if the map can included so form of link or vehicle fot transport, then the map has in effect a couple of little mini-battles ongoing all the time. The clustering of nodes so using the link is easy to hop in and out of the heat is also a fairly unexplored ampping concept.

I would rather spend more time on strategy than running around to get enough ammo and life to survive a couple idiots camped in a "super-sniper" position or slam-on-spawn manuever

Posted: Fri Jan 27, 2006 7:56 pm
by alyosha
Looking at that last picture I was thinking that the floor looked like water, then I thought I dont remember the last map I saw with exclusive underwater entrances. Meaning each building situated over a pond. I like the idea of the buildings situated on some sort of terrain, but I don't think that the terrain should be so open that you get hit with 50 avrils or sniper rounds before you get close (provided the building has windows). I prefer simple woodsy terrains. Not so hard on the eyes and some of them are pretty well done. Dreamus makes me feel like I have sand in my eyes. I also don't care for terrains like Red Planet. It is so cheesily scifi its corny. I think a hindrance on visibility is a must if these were to stand as towers with windows on a landscape. I hate ridiculous landscapes like Ligeia. In that map the raptor driver needs to be good and he needs to know where to go, otherwise your whole team is screwed. I never notice the backdrop unless I am just screwing off, and I am only at that point right before I quit. Maelstrom has a pretty sunset.