![]() Smeerkat's Unreal Ed Tutorial Map: Project K |
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Project K : Latest NewsJanuary 31, 2003: HiatusAs I mentioned on the homepage, I'm taking a break from UT to make a map for a Deus Ex total conversion mod: Ghost in the Machine Thanks for your support! November 6, 2002: Welcome to Project K! I came up with an idea to make a new UT map (sorry, I don't have UT2K3 yet) and at the same time, take screenshots along the way and write UED tutorials. To the best of my knowledge, this hasn't been done before. If you know such a site that exists, please email me: smeerkat@planetunreal.com Hope you enjoy the site! |
Latest tutorial map: DM-K-001, 2D Shape Editor |
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| Project K : Screenshots and Unrealed tutorials | ||
Screenshots of Project K in progressHere I will upload screenshots of Project K, as the map develops. Patience, grasshopper...2D Shape EditorI decided to start with the 2D Shape Editor, because your very first brush in the map doesn't have to be a 2048 x 2048 x 2048 cube. I know I am guilty of the same technique, but I have learned the error of my ways.The screenshots (on the right) demonstrate how to use the 'Extrude' tool in the 2D Shape Editor. There are four other tools that create brushes: Create a sheet: You can make a 2D sheet brush with an interesting shape. Don't forget to merge polys afterward. Revolved shape: Think of a donut. If you were to take a knife and slice into the donut to get a cross-section, you would see a oval type shape. In the 2D Shape Editor, you would create the 2D oval shape first, then revolve it 360 degrees. The second number you have to enter, is how many sides to your polygon from the top view of the donut. If you choose only 4, it will be a square donut. If you choose 16, it will look more like a donut. If you choose 32, it will be very close to a round donut. Extrude to point: Think of a pyramid. You start with a 2D square shape, then extrude to point. The result is a four-sided pyramid. Extrude to bevel: Think of a pyramid where you've sliced off the pointy top part. A real-life example that comes to mind is your computer monitor: the screen is squarish, then it tapers a bit to the back. But your monitor is not pointy at the back, it's flat like your screen. If the above examples are still unclear, experiment with the 2D Shape Editor and try different values. For example, you may not want a whole donut, you may want a quarter of it to create a curved corridor. Look at DM-Zeto. In that case, revolve the shape 90 degrees instead of 360. The map that goes with this tutorial is DM-K-001, 2D Shape Editor. Gameplay TipsI was searching the Web for good tutorials on gameplay in UT maps, and I could find only one good site:DavidM's site and it's got an interesting web design, too. So I thought I would spend some bandwidth here, on the concept of gameplay. What I've done is take screenshots of a classic map, DM-HyperBlast, and point out some of its brilliant aspects. Location of shield belt: if you're going for the shield belt, chances are you're coming through the curved corridors, running over noisy health vials. Someone standing outside, on the ledge, is waiting for you with a Rocket Launcher, and he can see you through the cut-out walls. OR the person with the Rocket Launcher can carefully make the leap across and get the shield belt himself. But if he misses, he'll be shot into space. Worth the risk? It's up to you! Location of shock rifle: so there might be someone outside on one ledge with the Rocket Launcher. But you may be on the opposite ledge, with a Shock Rifle. From here, you can do nasty shock combos on unsuspecting players below. But Rocket Launchers are momentum weapons, so any hit could send you off into space... Location of flak cannon: you have to go a bit out of the way to get the flak cannon, and as you run to it your back is turned to the action. So an opponent to your left will be waiting for you with the Bio Rifle, or if you turn around and go up the ramp someone will be waiting for you with a minigun. Location of body armor: another risky location for a bonus item. I don't think there are any thigh pads in the map, so when you hear that distinctive armor sound, you know exactly where he is. And he has only two ways to go from there. "Hidden" Ramp: I love this! The brightly lit curved corridor tempts to you to go there; but off to the right is a sort of hidden ramp, that will take you to the Invisibility. Newbie players will usually go to the curved corridor. You might want to take a right hand turn, grab the Invisibility, and then go up to the Rocket Launcher... Location of health vials: In the heat of battle, any player is going to take some damage. So you're going to be tempted to grab a few health vials to replenish yourself. But the pickup sounds, and the number of sounds, will alert your opponent. And once you're in the middle of that curved corridor, you don't have too many escape routes. Connectivity I: Once you pick up the bio rifle, you can go out on the little platform, and take a daring jump up to the pulse rifle. It's much quicker than taking the ramp back up, and getting mowed down by the ripper. Connectivity II: If you're outside on one of the prongs of the spaceship, you can quickly get back inside by taking a leap across into the cut-out wall. Perhaps not a popular route, but the map author is giving you many choices. There are so many UED tutorials about architecture, lighting, building stuff, and not enough tutorials on planning the gameplay of your map. If you aspire to a career in the gaming industry, you must be a complete mapper: master the techniques, but also understand what makes a map fun to play. Be sure to check out DavidM's tutorials on gameplay. He talks about DM-Deck16][, among others. |
Latest tutorial: 2D Shape Editor What is a builder room? Choose an arch texture 2D Shape Editor button Import texture into 2DSE Texture imported Need more vertices 2D shape of arch Extruding shape I Extruding shape II Extruding shape III Align textures! Other pieces of wall Intersected brush Completed wall brush |
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| About Project K | ||
What the heck is Project K??I wanted to upload some new content for the website, to coincide with the new re-design. So I came up with the idea of making a new UT map, and creating new Unrealed tutorials at the same time.So while the map is being built before your eyes, you will be able download the map-in-progress and read the tutorials that come out. Some tutorials have already been done, like making a screenshot for your map. But I'll be covering other popular subjects, like Pathnodes and 2D Shape Editor. If you have any ideas on how to make this project better, please feel free to email me. Project K TeamSo far, the team is just me and my former colleague, Drake. Drake keeps moving his website around, otherwise I'd be able to give you a link to his UT portfolio.Drake will be helping me texture this upcoming UT map, and perhaps pull a mesh rabbit out of his 3DSMax hat! I am but an average UT mapper, even though I've been doing this since September 2000. "Those who can't do....teach." If you would like to contribute to this exciting (and to my knowledge, never-been-done-before) project, please email me. The links on the left-hand menu of this page will guide you to my other web pages. Please have a look around - download some of my Unreal Tournament maps, or read some of my Unrealed tutorials! |
Map used in my Dispatcher tutorial: Download DM-Moonraker Other map(s): DM-ABC-Peanuts |
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