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Level Design 667th thread

Nestor Makhno

Grizzled Veteran
Feb 25, 2006
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Penryn, Cornwall
Sorry - before I put this up there were 666 threads in this forum and it was spooking me out.

Well, now that I've posted it - how about using it to spark some constructive discussion?

As we all know, it takes a long hard slog to get up to speed in the kind of skills it takes to make a decent map:

Learning your way around the basics of the Unreal Engine, working out how to make decent textures, possibly even making models, unwrapping and skinning them, producing decent triggers and spawn management setups etc. etc. These things are all complicated and very very time-consuming.

So given, that UE3 is out and that RO will not be supported beyond next year, why do you personally bother mapping for RO:Ost? Some people prolly do it:

1 - cos they already know how from UT, or

2 - because they hope to be able to port the skills they learn over to other new engines/versions, or

3 - probably just for the mental challenge of it or

4 - because they have a vision of what this game should look like and what the gameplay should do

5 - because they see themsleves earning money from level design in the near future

A lot of people probably have some combination of 2 or more of these factors.

So why do YOU make maps?
 
1 - cos they already know how from UT, or
I tried building Bran castle on unrealtournament but never finished. That was my first real attempt at mapping where I learned some of the basics. Now I know alot more but still alot of stuff I have no clue about such as all this custom scripting and all that. I'm better at the physical stuff than the script stuff.
2 - because they hope to be able to port the skills they learn over to other new engines/versions, or
Yes
4 - because they have a vision of what this game should look like and what the gameplay should do
Most definately, I have a personal vision of the gameplay (pretty harcore & requires team coordination I'd say) for my map I'm making.
5 - because they see themsleves earning money from level design in the near future
Yes, this is a main reason for me, I really hope to be able to do this if I'm good enough.
A lot of people probably have some combination of 2 or more of these factors.

So why do YOU make maps?
 
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I do it because its the only editor I have found I can actually do anything in lol.

I like a lot of people here have visions of what maps I would like to play.
As not everyone has the same tastes,that means other mappers may not build the type of maps I would like to play. So I build what I like to play.
Whether that be a historicaly accurate map or a fictional one, makes no difference to me as long as it plays well and looks decent.
 
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I just typed 'unreal goblin' into google image search in the hopes of doing a witty jpeg to taunt Guppy with and I found this:

goblinxf85.jpeg


All I can say is WTF!!??
 
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I just typed 'unreal goblin' into google image search in the hopes of doing a witty jpeg to taunt Guppy with and I found this:

goblinxf85.jpeg


All I can say is WTF!!??



SAC men who had flown in World War 2 remembered how much difference the P-51 escorts made when they could escort bombers all the way to Berlin, and still wanted fighter escorts into the post-war years.

The McDonnell XF-85 Goblin was designed to meet a USAAF requirement for a single-seat 'parasite' escort fighter that could be carried by a large bomber. Development of two prototypes was ordered in March 1947.

The resulting design was entirely the product of design contraints, which required it to fit into the bomb bay of a B-36 (although it was actually to be tested under a B-29).

A short rotund fuselage was fitted with low/mid set foldable swept wings, of 21 ft 1
 
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