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Re: Mapping

PostPosted: 13 Feb 2012, 00:52
by Ulukai
I just happened to come across 2 mapping tutorials for Red Eclipse. Very good for beginners and featuring the new editing menu of v1.2. For those interested in starting to map or want to see the power of the cube 2 engine it's worth a look. It's very well explained and will help you getting started with the basics.

Lesson 1:

youtu.be/V2I5BwhBMe8

Lesson 2:

youtu.be/LHjcgki37f4

Re: Mapping

PostPosted: 17 Feb 2012, 14:11
by Ulukai
Editing tutorial 3 is out ;)

youtu.be/aqpF8Qh3hxo

EDIT by Quin: They added the new youtube tag to the forums for this very reason at my request, enjoy! :)

Re: Mapping

PostPosted: 29 Jun 2012, 19:45
by Ulukai
I just started working on a new map, it will be called "canals" and will be a quite large map. A teaser screenshot attached below, it is pre-alpha and only a very small part of what the map will become. This part will become the main route to the red base, hence the many red textures. There is still a lot of geometry missing but this screenie should set the tone already :)
canals.jpeg


UPDATE: some more progress :)
screenshot.0002.png

Re: Mapping

PostPosted: 29 Jun 2012, 20:20
by 4rson
The styling looks pretty interesting so far.

Re: Mapping

PostPosted: 30 Jun 2012, 02:04
by Dratz-_C
Ulukai,
I like the tone of your segment of "canals." I don't know the depth of your plans but have you considered making this a 4-way multi map? We don't really have many large multi maps.
Cheers

Re: Mapping

PostPosted: 30 Jun 2012, 04:19
by fawstoar
Reminds me a little of that sewer level in Mirror's Edge, albeit darker and more grey.

Re: Mapping

PostPosted: 30 Jun 2012, 09:47
by Ulukai
Never played Mirror's Edge, but I take that as a compliment ;)
Yes, I plan to make this a 4-way multi map. It will take quite some time before it will be finished however. Unfortunately I have very little spare time right now.

Re: Mapping

PostPosted: 06 Jul 2012, 16:26
by Ulukai
Making good progress on the red base. Still need to do all the lighting and the basement, but you get the idea...
screenshot.0003.png

screenshot.0004.png

Re: Mapping

PostPosted: 08 Jul 2012, 17:58
by AxE
If I wanted to make a trigger that will send you to a map its on_trigger_# [ (type) (mapname) ]
My question is: how can I add mutators to that command?
for example if I wanted to play a deathmatch with teamplay or maybe medieval?

Re: Mapping

PostPosted: 09 Jul 2012, 01:06
by qreeves
AxE {l Wrote}:If I wanted to make a trigger that will send you to a map its on_trigger_# [ (type) (mapname) ]
My question is: how can I add mutators to that command?
for example if I wanted to play a deathmatch with teamplay or maybe medieval?

See the top of "data/defaults.cfg" for starting mode/mutators with a map.

Re: Mapping

PostPosted: 12 Jul 2012, 19:48
by AxE
I need help (again) when making maps I sometimes get a strange bug with the texture menu:
I start adding textures then randomly the 14 tabs (tabs where you choose to view the set of textures) are now 28 (or more) tabs, the tabs duplicate themselves making the menu smaller and smaller until it is impossible to work with it. I don't know why it is happening but it can get very frustrating.

I have noticed that the map cfg file is getting bigger the more the tabs duplicate. I tried deleting the map's cfg and replacing it with a normal one but it doesn't help at all.

Re: Mapping

PostPosted: 12 Jul 2012, 21:40
by Ulukai
The more textures you modify (color, size, shader, offset, ...) the more tabs you get because they all have a seperate value in the CFG file. If you have selected all the textures you want to use in the map, you can make use of the command "/texturecull" to delete all the unused textures out of the CFG file. But this will make it hard to select new textures that you haven't used in your map yet with F2. You can always try it without saving your work, so no harm done ;)

http://sourceforge.net/apps/mediawiki/r ... :texturing

Re: Mapping

PostPosted: 23 Jul 2012, 02:23
by Ulukai
Red and blue bases of my upcoming map are done, together with the ways connecting them. Now I'm working on the yellow and green bases, I hope you guys enjoy multi team games ;)
screenshot.0006.png

screenshot.0004.png

Re: Mapping

PostPosted: 31 Jul 2012, 01:12
by Ulukai
Spent some more hours of tweaking and working on my map. 95% of the geometry and texturing is done now, these screenshots should give you a basic overview of the map. Note that under the central area of the map there is water connecting all the bases to provide more than 1 way to reach each base.

Up next is lighting (there is only 1 sun entity now, still need lots of additional lights) and ambient sounds.
screenshot.0007.png

screenshot.0002.png

screenshot.0004.png

screenshot.0005.png

screenshot.0006.png

Re: Mapping

PostPosted: 31 Jul 2012, 01:27
by qreeves
Ulukai {l Wrote}:Spent some more hours of tweaking and working on my map. 95% of the geometry and texturing is done now, these screenshots should give you a basic overview of the map. Note that under the central area of the map there is water connecting all the bases to provide more than 1 way to reach each base.

Not so sure about the "bath" tiles. I'm starting to think we're generating a heavy reliance on them now, lol.

Re: Mapping

PostPosted: 31 Jul 2012, 08:02
by Ulukai
qreeves {l Wrote}:
Ulukai {l Wrote}:Spent some more hours of tweaking and working on my map. 95% of the geometry and texturing is done now, these screenshots should give you a basic overview of the map. Note that under the central area of the map there is water connecting all the bases to provide more than 1 way to reach each base.

Not so sure about the "bath" tiles. I'm starting to think we're generating a heavy reliance on them now, lol.


Do you mean like in the 2 upper screenshots, the white combined with red and blue? It actually is a white concrete texture, with red and blue colored accents, but not really a tile texture. It is a bit resemblant but if you'd have a chance to walk around in the map it shouldn't remind you too much of the map bath ;)

Or do you mean the grey tiles of the central building with the tower?

Anyway, once v1.0 is released you can give it a shot and if you still think it needs a change, I'm all ears :)

Re: Mapping

PostPosted: 01 Aug 2012, 17:21
by raiden
Hey Ulukai, your actual project looks very promising, I like it very much, especialy the fact that the map seems to be very easy accessable. Surely this one will be great. Good luck for your latest baby ;).

Re: Mapping

PostPosted: 01 Aug 2012, 20:18
by Ulukai
raiden {l Wrote}:Hey Ulukai, your actual project looks very promising, I like it very much, especialy the fact that the map seems to be very easy accessable. Surely this one will be great. Good luck for your latest baby ;).


Thank you raiden! Yes, this one is my largest project so far. A real time-burner, but it's too much fun to not do it ;) I like the idea of 4 bases with some common grounds to battle it out. The large open area combined with some space to hide and alternative routes should keep it interesting. The distance between the bases make for an exciting challenge to run with the flags or score points with bomber ball. Can't wait to post a first version here, but I'm a nitpicker so I want it to be good before doing so.

Re: Mapping

PostPosted: 02 Aug 2012, 10:18
by raiden
Yeah right, I think I understand your situation a bit ;) .
To explain my "easy accessable": some of the otherwise really nice maps for RE (I mean custom ones above all), bother me with uneccessary obstacles and hinder me as a player to get ahead. So I like it a bit more open.

Re: Mapping

PostPosted: 02 Aug 2012, 11:46
by Ulukai
Yeah I hear you, but of course there should be some kind of cover here and there to reload, regenerate health and defend the base. I always try to find a nice balance in various ways.
The lighting is coming along nicely, I'm very pleased. Tonight I'll find some time to work a bit more on it.

Re: RESOURCE: Mapping

PostPosted: 07 Aug 2012, 00:34
by ballist1c
Hi, I'm just putting out a request to have an amazing mapmaker remake the famous Campgrounds map from Quake :D
That would be AWESOME! And it would fit RE really well.

Re: RESOURCE: Mapping

PostPosted: 07 Aug 2012, 01:34
by greaserpirate
ballist1c {l Wrote}:Hi, I'm just putting out a request to have an amazing mapmaker remake the famous Campgrounds map from Quake :D
That would be AWESOME! And it would fit RE really well.


I think somebody did in an earlier version. I have a map called "bloodgrounds.mpz" from 0.9 (or some other number). What happened to it? It was a great map, and I think it should be included.

I agree, Campgrounds is an awesome map, and if we can't get that version, it would be great if someone were to recreate it.

Re: RESOURCE: Mapping

PostPosted: 07 Aug 2012, 04:29
by qreeves
It was removed due to poor visual quality in comparison to the other maps. Due to the increasing quality of the new maps in the repository I think it might be time for another cull..

Re: RESOURCE: Mapping

PostPosted: 07 Aug 2012, 07:34
by Ulukai
What was the latest version included in the game? Maybe we could refresh the look of the map and add some details if necessary? Or ask the original mapper if he feels like improving it a little?
I found this on quadropolis: http://quadropolis.us/node/1965

Re: RESOURCE: Mapping

PostPosted: 07 Aug 2012, 07:39
by qreeves
Wicked is the original map creator author, he has no issues if someone wants to remix his maps but he won't be doing it himself.

[UPDATE] Last version of the map was here: