Judith on 5/4/2007 at 15:08
Um, this tendency in level design probably was originated by guys from Epic (since UT 2003, more or less). As someone said:
Quote Posted by "Jenna Jameson"
Oh my god! It's huge!
Yup, too huge, IMHO - just like in case of Epic guys, you'll have a big level, and tiny characters moving around it. While the two latest installments of UT series had this issue, at least the performance was quite nice. Alas, you won't get a decent framerate with huge spaces and loads of lights in flesh engine
imperialreign on 5/4/2007 at 21:42
yeah, I'm realizing the space proportions of the editor; y'know how sometimes what looks right in the editor can be entirelly different than what you end up with, until you learn the editor itself. I didn't realize just how big everything was until I throw the player_start marker in there and loaded it up . . . :wot:
well, at least it's only one room to have to scale down and re-do, no worries . . . just slow going. I haven't given up yet (stubborn as I am) :cheeky:
Quote:
but from an entirely self-centred artistic point of view the pillars are too thin for the width of the room, and I'm simply not sure about the hanging lights at all
I agree, too; It bugged me cause it just didn't look right in-game - I'm a stickler for realistic architecture . . .
thanx for all the feed back, though :thumb:
Gestalt on 6/4/2007 at 05:02
I'd suggest doing something with the walls as well. Trim, maybe, and some pillars or something jutting out to break things up a bit.
Ziemanskye on 6/4/2007 at 09:44
I came to TDS from UT2k3/4, and I had no trouble with scale. Player is 96 units tall, and 33 diameter, door is 128 high by 64, so rooms are 144-192 high depending on how cramped you want them (256 by special appointment, but should be rare), corridors 128-256 wide. Chair-seat 32 off the floor, tables 48...
I suppose I did have to learn that the hard way in Unreal though, since for the most part I didn't know the tools well enough to make any sense of opening any of the official maps (and I was playing with an Action Unreal Tournament map, so the official Sci-Fi themed stuff wasn't much use anyway)
I mean, there are rooms in Schism that are literally 128x128x192, and the door has to open outwards to be able to get in, but it's a great way to create a cramped feeling to things, though it does rather draw attention to the crap crouching in TDS - you go from 96 high to 64!: you can barely fit through most windows with that, and it means massive air-vents, and you aren't hiding under any tables.
imperialreign on 6/4/2007 at 21:18
it's been a bit different for me, as the last editors I used was the map editor for DukeNukem3D and a version of Quark which was compatible with HexenII, before that it was editors for Doom. It's defi been a while, though.
This weekedn should be good for me, as I don't have crap planned, so I should have quite a bit of time to work on this.
STiFU on 8/4/2007 at 22:44
If you want my advice: Don't do it the learning-by-doing-way!! That's my favorite way of learning stuff too, so I just started working out my own map. After half a year of work I noticed that all the planning for it was crap (not very well zoneable) and it had very man bugs (because of which zoning was harder again). This really killed my motivation on working any longer with T3ED, because it was really half a year of work for shit and after a HD crash I completely turned my back to editing with that tool. The best thing you can do is work yourself all the way through (
http://www.shadowdarkkeep.com/files/KomagTutT3.zip) komag's tutorial. If I had done that in the first place I'd probably still be mapping and had at least one map released. ;)
scumble on 9/4/2007 at 08:25
I'd suggest creating a test fork of your map for trying things out, and once you've got it sorted, re-implement things in the main map. I've done this before when trying to figure out various ways of sorting out AI pathfinding. Probably a good way to avoid introducing problems in your project.
Judith on 1/5/2007 at 11:36
Yup, it's worth remembering while e.g. creating and testing scipts or adding/editing sound schemas. When you have a medium or large map open, T3ed needs a lot of your system memory. Opening scripts window or editing/compiling scripts needs some ram as well, so the editor is more likely to show another Viktoria error :(
Anyway, where are some other authors and their FMs in progress? The Flesheaters are not the only people working on something, are they? ;)
rujuro on 13/5/2007 at 21:01
I've been ramping work on my level back up as I find myself with a little more free time. It's come a long way since the last screens I showed. I hope to have something cool to post in the near future. Hopefully there will still be people to play it once it's done. I think it's getting pretty good.
Judith on 13/5/2007 at 21:17
That's great news, I'm sure that there are people who would like to see what you've done, T3 editing folks and usual players as well.
Personally I envy you, I'd really love to see how the Unreal Engine 3 Editor works (I have to wait like everyone, untill Unreal Tournament 3 is out...)