Should I bother making another map?

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Lruce Bee

FNG / Fresh Meat
Oct 18, 2005
212
0
0
Unreal tech is very versatile but the new Unreal Tournament 3 engine is where you need to be heading and I wouldn't dedicate any time to map making using the old editor - there's no mileage in it anymore and pretty much a dodo as far as level designing is concerned.
I have a hard drive littered with levels that are at beta quality but never got around to releasing.
Pick up a copy of UT3 and start getting right into the editor and learning about the new shader mechanics - normal mapping etc for those detailed textures.
Also start looking into Kismet in the new Unreal editor because it is extremely powerful at so many things, particularly scripting etc.
I would strongly recommend learning fully a 3D package such as Max or Maya to make your own custom material if you are serious about making some cool stuff.

Lruce
 

Greenhell

FNG / Fresh Meat
Mar 19, 2006
93
0
0
The netherlands
...there's no mileage in it anymore and pretty much a dodo as far as level designing is concerned...
Lruce

I agree with you that ut3 is superior to RO:Ost technically. All those nifty next-gen stuff is in there, and more. If you want only to map for the newest, most spectacular game engine, then UT3 (or Crysis) is your best bet atm. The thing is, do you map just to make maps in the newest, most played games. Or do you map, to add something to a game you really enjoy. Best would be both ofcourse. But in this case, its not...Choices, choices :D


p.s. It seems that 'most played' doesn't apply for UT3 and Crysis either, just follow the link http://www.shacknews.com/onearticle.x/50410
 

EvilHobo

Grizzled Veteran
Dec 22, 2005
2,613
192
63
Germany, NRW
I would preferably learn how to work with UE3 with the assumption that a sequel to RO will be on that engine and that my current works and future projects may be ported without a significant deal of pain.

Max/Maya are also very important as in examining my goals I realize that much will be simplified if I can do a significant amount of work in modeling.

So while I started a new map and was really excited about the sort of final vision I had for it, I still just...don't know. I would like to do it and have it released in Ostfront to see how it is received, but I would love to have both it and Kriegstadt in a UE3 environment (granted, I take no response for melted hardware as a result).
 

Greenhell

FNG / Fresh Meat
Mar 19, 2006
93
0
0
The netherlands
So, why not do both? You could ,as a sideproject, make a small outside map in UT3. Just to get to know the editor. Divide yur time in two. The other free time invest in finishing Kriegstadt or another map. I've started to do some tuts about the new UT3 editor and tbh, a lot has stayed the same. You could focus on the new features you need to know (kismet, materials, cascade) to make a RO styled map for UT3.

Learning Maya/Max/XSI is very handy, but takes time. Apart from learning to model smart (polycount), you'd also have to learn making normal maps, specular, etc. I'm not saying you cant do it, but if time is an issue, perhaps you should look at what is possible to do in the time you want to invest into this (these) project(s).

Again, don't fall in the trap of new and shiny. Games older then RO:Ost are still being played by more people then are playing UT3. And they don't have all the spiffy next-gen stuff in 'em either. It's all about what game you like to map for, not how next-gen it looks...
 

SchutzeSepp

FNG / Fresh Meat
Sep 23, 2006
1,540
8
0
36
i find it a bit crazy to start working with the new UT3 engine now, learning to start mapping with this engine took me a few hours of watching video tutorials. thats to get started, i am still learning today one year later and i have still alot to learn.
i suppose that the new UT3 engine will have the same base as this engine, and we will have to learn to use all the new features when the time comes.
i think it is best to stay away from UT3 as long as there isn't a new game for wich we can make maps and stuff.
otherwise it's like going to play on your neighbours latest high tech pc, and come home to see you are stuck with an MS dos pc for the next 2 years. i think the envy of working with older technology will disappear, once you had a taste of the new thing. so if you still wanna make an RO map in the next 2 years, it might be best to stay away from UT3.

i used to be happy with the COD1 map editor,... untill we had the COD2 editor with COD2. for NO money in the world i would have gone back to using the COD1 editor ever again.
 
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Slashbot_427

FNG / Fresh Meat
Dec 9, 2005
257
0
0
Sunny Brisbane Australia
Unreal tech is very versatile but the new Unreal Tournament 3 engine is where you need to be heading and I wouldn't dedicate any time to map making using the old editor - there's no mileage in it anymore and pretty much a dodo as far as level designing is concerned.
I have a hard drive littered with levels that are at beta quality but never got around to releasing.
Pick up a copy of UT3 and start getting right into the editor and learning about the new shader mechanics - normal mapping etc for those detailed textures.
Also start looking into Kismet in the new Unreal editor because it is extremely powerful at so many things, particularly scripting etc.
I would strongly recommend learning fully a 3D package such as Max or Maya to make your own custom material if you are serious about making some cool stuff.

Lruce

well i got the gold edition for xmas- the one with 20hours of editor tutorials


Next step is the 3 person-years it will take to make one level- :)
 

Bennanteno

FNG / Fresh Meat
Oct 7, 2007
165
1
0
UT3 aside, you could revise stock RO maps if you don't feel like making a new one. Perhaps an improved Konigsplatz, free of brightly colored uniforms, laser tracers, Tiger tanks, or bad lighting effects.

The mod teams could use a hand as well, hopefully they can release before RO is unplayed and obsolete.

RO may seem depressing now, but don't give up hope just yet!