Switching from source to unreal (for some fun!)

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
Hello! i originally posted this little wip thread here: http://forums.steampowered.com/forums/showthread.php?t=1280772[url]http://forums.steampowered.com/forums/showthread.php?t=1280772[/URL]

i made it for a work in progress map... and i am learning unreal engine at the same time. enjoy!

Code:
Well i felt like i needed to do something like this post some stuff like before and after. just to see how it goes. 


ill try and post what im feeling when im going thro it and if i have problems. this is the first time im making a killing floor map and im also moving from source to unreal but i know a good amount of how to use Unreal ED.

i hope you enjoy my struggles and my triumphs as i make this map for fun and on my free time. (while i wait for CSS beta to be over for me to finish that map) 



MAP CREATION GUIDELINES

 

GAMETYPE

Single Player or Multiplayer?
Multiplayer

Game Type?
killing floor survival type?

What game is this map for?
killing floor

 

STORY

Story behind the map. Why are the players there? Why is the place/environment there? Write the history of my environment. What happened to the place before the player entered the environment?
the 6 man team trys to find a safe haven. they went to the lighthouse thinking there wouldn't be any zed but they were wrong.

What is this map about?
A lighthouse on a small island with tons of zombies

 

GAMEPLAY

What is the objective of the map?
To kill the zed

Do I have a top down game play sketch?
Yes 

How would the level play out? Gameplay wise?
the players will survive by going from building to building holding out each round untill the trader opens 

How would the player to play through your map? Visualize this. What experiences do I want the player to walk away with from the map?
Well the player will start on the bottom of the map on a dock for small boats. then walk up the stairs to buildings to hold out in.


How big is the map?
small the medium size like most killing floor maps are

Who is my audience? Who is the player? What is my Demographic?
some of my friends and the players who love killing floor 

How will I make the map memorable?
The lighthouse no other map in killing floor (from what i saw) used a light house as a hold out point

Do you have basic top down view and few location concept sketches?
some i need to save more on my computer tho

 

VISUALS

Is the map original? What is everyone else doing? Don’t make another everyone
 

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
Really looking forward to this. Send me a private message when you are about to submit this map for the whitelist.
 
  • Like
Reactions: YoYoBatty

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
In the build options set the shadow or lightmap quality from DXT3 to RGB8 because it reduces map size and makes the lighting and shadow much nicer without reducing any performance.


thanks yoyobatty!







well i didn't really get to work on it much. but i did get some things done. i also learn how to import some custom mesh's to UE which will make things go pretty easy.

i put some water in it made it look a lot more better to me!



i also kind of made the rooms for the house



then i added an area that connects to the main land but its blocked off... the fence is only temp i will need to make that in XSI



so my next task is adding the weapon spawns and the other trader.. for some testing.

with XSI and unreal is the grid in XSI the same as unreal like each unit in XSI measure's the same as unreal?
 

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
Any updates for us?:confused:

Here you go lol


Lol im sorry for the long post in between. But i did something i didn't want to do and that is working on another map. I Went and did the Artpass contest for TF2. I had to say i had a blast detailing that map! But it was for the greater good Because i learned a lot about detailing.


But i have been Working on Props (not many yet just some)

The props i have so far!



I plan to make A LOT of props and textures

I also did some Brush work Its not what i want yet (well not enough done for me to actually Test it and for gameplay)



What i used the fence's for




Lol Well this is what i have so far I hope you like!
 

YoYoBatty

FNG / Fresh Meat
Dec 17, 2009
3,459
2,502
0
Canada
If didn't know you were coming from source and I looked at the screenies randomly, I would know right off the bat that this is source on the unreal engine 2.5
 

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
If didn't know you were coming from source and I looked at the screenies randomly, I would know right off the bat that this is source on the unreal engine 2.5


Lol ya im doing a lot of what you do in Source engine... is that a bad thing?


any advice is welcome
 

nath2009uk

FNG / Fresh Meat
May 25, 2009
1,368
174
0
England, UK
I see nothing wrong with it.
Only real thing I would suggest as a lot of mappers don't do this, is to realistically block off 'Out of Map' areas, such as off-map zombie spawns, instead of just placing a blocking volume in the open.
 
  • Like
Reactions: LATTEH

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
Well I've got some more brush work done... its starting to take shape!

ive kind of changed up the story a little Instead the Lighthouse was used for an attraction for Tourests There will be a diner, museum (It will give me a reason to do a lot of modeling :D) and of course the light house.

I changed this area into a diner i added an upstairs and a basement (the basement will be for the kitchen)




Upstairs (gonna add tables and whatnot)



Basement (expect to see a lot of kitchen ware)



I went and Put wall's into the house (i like the arches it really makes the house feel cozy)




Thats what ive done so far hope you like!
 
Last edited:

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
i didn't get much done (family issues) i have been working on it tho. I found some awesome custom dev textures that i downloaded



( http://www.moddb.com/games/unreal-tournament-3/addons/hammer-style-development-textures-for-ue3 )

i couldn't take the look of random textures anymore lol. so im gonna do what most people do in source is use the dev textures for temp model placement (with BSP) so i can get an idea of what i want to do.


i will put the download link soon after i put all the BSP placement for where i want my models.


ive also been working on models. this boat model is almost done (still a work in progress)




the texture on the boat isn't done (i didn't even do a UV for it yet) but the motor is done


Question: is there anything i need todo before i put a map up for play testing?
 
Last edited:

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,067
743
0
35
liandri.darkbb.com
This project seems to be coming along nicely. The boat is lovely.
Let us know when you're at the stage where you want constructive criticism. It's hard to point out anything when everything is still a WIP, but when the time comes, we'll be there.:)

Do these development textures help you?

Question: is there anything i need todo before i put a map up for play testing?
Aside from making sure it works (playerstarts? zombies? network of paths? trader? Some ammo boxes to prevent the game from freezing up for a few seconds between each wave? and one last, full rebuild) I don't think you need to do anything. What did you have in mind?
 
  • Like
Reactions: LATTEH

Olivier

Grizzled Veteran
Jan 19, 2010
3,651
1,071
113
Textures with real measures can be quite useful. I never thought about that! And like Murphy said, lovely boat =)
 

LATTEH

FNG / Fresh Meat
Jul 13, 2010
284
35
0
Ya the dev textures help. i couldn't take the random textures lol this also makes it easier for measuring. (a little) But it makes posting a screenshot with these textures look better then posting one with the default texture and some other random texture in the back ground.


What did you have in mind?


Well i was thinking of posting the map before i do a detail pass. So you guys can test and tell me if this works or not so i don't feel bad if i have to rebuild a building or something.


and thanks about the boat lol