 Shadow
#7473 posted by jt_ on 2011/03/05 15:08:32
Stop it! You're going to make me buy ut3. :p
#7474 posted by ShadoW on 2011/03/05 16:49:03
You don't need UT3. It's udk, which is free UE3 distribution. You can have it for free, and make maps, or even games with it.
 Isn't It A Map For Ut3 Though?
#7475 posted by jt_ on 2011/03/05 18:07:08
So i would need ut3 to play it.
#7476 posted by [Kona] on 2011/03/05 23:51:42
so is there any single player gameplay with udk? or is it dm based unless you create your own batch of single players baddies?
 Think Its Just DM Based Bots
#7477 posted by Zwiffle on 2011/03/05 23:59:59
 The Ball
#7478 posted by jt_ on 2011/03/06 01:26:39
Is a sp udk made game. Pretty fun.
#7479 posted by ShadoW on 2011/03/06 08:14:51
With udk you can make both mp and sp modes/games. It's actually so easy to make different games like side-scroller, fpp, tpp and so on, that even non-coder can do that. Also it comes with small base of props, so you can make something fully working without need of making new assets at the begginig (you can even use those stock props in your commercial project).
 ..a Not So Smart Question
#7480 posted by mach5 on 2011/03/06 10:38:29
Hi folks, I got this eternal doubt:
-If I create a Q1 sp episode changing all textures/sounds may I charge for money(a small fee) those who download from my website ?
Legally, I guess a standalone project is out of question.. but simple levels ?
* I've read all ID legal blah-blah but I'm more confused than ever !
 No
#7481 posted by DaZ on 2011/03/06 12:17:56
Is the simple answer =)
 Another Eternal Doubt:
If I post the same question in three different threads, are the answers I get only a third of the quality I'd get if I asked only once?
 Yes That's Right
#7483 posted by RickyT33 on 2011/03/06 14:53:05
And your penis shrinks to a third of it's original size too....
 Enlarging Your Penis...
#7484 posted by JPL on 2011/03/06 14:58:30
.. cannot make yourself a best mapper... though... :P
#7485 posted by ShadoW on 2011/03/06 15:53:31
 Brilliant!
#7486 posted by jt_ on 2011/03/06 16:10:37
Did you make the models for the bridge, buildinga, etc., or are they in udk?
#7487 posted by Zwiffle on 2011/03/06 16:10:41
Now it's starting to remind me of Borderlands for some reason - keep up the shwanky work Shadow.
#7488 posted by ShadoW on 2011/03/06 16:20:06
Udk has some basic meshes, and I put them together to have objects like bridge. I think one half of the bridge is composed of about 50 meshes and few bsp pieces. That goes for eveything you see there.
Urgh don't make me go back to Ued you evil person :P
#7490 posted by necros on 2011/03/06 18:57:31
sounds a bit like more advanced level editing in oblivion. you get basic things like cave meshes, but i've seen some people build caves and buildings out of scrap parts or single boulders.
 Great Detail
#7491 posted by nitin on 2011/03/06 22:10:15
in shots 2 and 3.
 Nice Again...
#7492 posted by JPL on 2011/03/07 08:20:39
... really :D
 Crysis, For Those Interested
#7493 posted by gb on 2011/03/07 16:26:37
#7494 posted by necros on 2011/03/07 19:30:24
i stopped mapping for crysis because i found that all i created were nice looking places and not actual levels. :P
it was very surreal. i'd look up and find i'd spent on hour "role playing" inside the map, driving trucks around and such. it was very strange.
that said, i like that the map has passage of time included, even if you don't show it happening.
that was one of my favourite things about half life 2, how time kept passing between levels.
seems like it makes a map feel like it's moving forward somehow.
#7495 posted by quakis on 2011/03/07 19:41:45
Mapping for Crysis felt the same way, treating it as I would play Garry's Mod or Minecraft.
 Sandboxiness
#7496 posted by gb on 2011/03/07 21:10:57
That's an easy trap to fall into, I think. I can see how that could happen.
It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.
You have to admire how the Cryengine on a suitably high graphics setting can basically make crap look pretty.
It's also super easy to put tanks in and scatter a few buildings around, or a bunch of explosive barrels, and proceed to smash up the buildings with a tank looking at the pretty lighting (or explosions). :)
You have to have a plan, basically. Much like in a corridor shooter, you must guide the player from objective to objective and not leave too many routes open to them. Hence, all of the vanilla Crysis maps are "giant corridors" where roads run between the ocean and an impassable cliff, or some variation of that. Just like Far Cry. Pretty boring actually, and certainly not the advertised "sandbox" gameplay.
There needs to be pretty strict pathing/routing in the map and you can't give the player too many toys. Everything between those routes must largely be blocked in a more or less obvious way, or you'll have the player running around aimlessly.
Ideally, an area will quickly be "cleaned out" by the player so they are always motivated to move on. Crysis uses a lot of radio transmissions to urge the player on, as well. There's a psychological thing there - most people will want to be led instead of left alone. So if the radio says "go to the beach, Nomad", a lot of people will luckily do that.
It's only a sandbox in name, after all. Most stock Crysis maps are pretty linear - out of necessity. They even use "clip brushes" to keep players from jumping over cliffs using the Suit. There has to be meaningful progress.
I didn't show the sunrise because it looks pretty terrible - everything is orange basically. I'll tweak that later since it has nothing to do with the actual level - you can even import other map's TODs (time of day). I did tweak the sun colour to be more yellowish and modified the sun's height to be more Northern than Pacific. I might start using one of the European nature sets that the community made. No palm trees so far. :-P
I found that since it's hard to be sure how the player moves, I had to use "radius triggers" around the target instead of Quake-like box/line shaped triggers (linedefs...). Thus, enemies might spawn when the player is a certain distance away - regardless of direction...
You can do a lot more of "picking your fights" in Crysis. Triggering stuff etc. has to adapt to that.
When I started, it drew me in because it's easy to make something. Then it drew me in further because it's hard to make something meaningful, I guess. You quickly notice that you have to plan the routes even before creating the terrain. Since terrain usually serves to guide the player, or determines where they can go in what order.
The mapper decides how much "sandboxiness" the player is allowed.
#7497 posted by necros on 2011/03/07 21:53:09
It's pretty easy to make some terrain (you can even autogenerate it), throw a lot of palm trees and rocks around and the engine will make it look pretty. That's what Crysis does best - making simple things look pretty with its lighting and time of day and fog and atmospheric effects and alpha blended foliage and even damn sun rays and volumetric clouds.
pretty much. i did that a few times at the start-- auto-generated a huge map with trees and stuff. didn't touch it at all beyond plopping a jeep in at the level start. then i just drove around looking and exploring.
it's surprisingly addictive. 'i'll just top one more hill, then i'll stop'
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