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Circularity.


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Jima B
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Circularity. - Postby Jima B » 18 Sep 2009, 20:00


Welcome to DXMP_Circularity.
This is the first in a varied map-pack that I'll be releasing over the next week or two.

Image

This is an arena style map with Six spawnbases and 16 teleporters.
Based in a giant sphere, players teleport into the map and can jump from side to side, or top to bottom, via the many blue teleporters at either side of this symmetrical map.
Biocells for auged play, Large enclosed spaces for Anti-gravity play, Medkits for any play.
Please don't hesitate to give it a whirl!


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Re: Circularity. - Postby ~DJ~ » 18 Sep 2009, 20:24


Oh my god, I haven't seen such a map like this, this is awesome, nice mate!


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Re: Circularity. - Postby Skilgannon » 18 Sep 2009, 21:35


Oh cool, I remember hearing about this when I still visited -[RTK]- boards. Nice one Jima. Might have a gander sometime soon. :D

EDIT: Ok, taken a look and I have to say that's some epic work Jima. Nice choice of music too.
@Noodles: Get this on the AltFire server man, it will rock da house. :D

Some sshots too:
Image
Image
Image
Image
Image
Image
Image


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Re: Circularity. - Postby ~[FGS]SaSQuATcH~ » 18 Sep 2009, 23:16


Looks good!
How are you going to handle telefrags?


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Re: Circularity. - Postby Skilgannon » 19 Sep 2009, 03:04


I'm guessing it doesn't. metabolic end product happens in arena fights, just pick it up and move on. :mofu:


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Re: Circularity. - Postby chin.democ. » 19 Sep 2009, 13:37


Looks great, on the topic of spheres, does anyone know how to make very small spheres in the sdk (diameter of about 16 or 32), as it seems to only go so small then it wont let you go any smaller.


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Re: Circularity. - Postby ~DJ~ » 19 Sep 2009, 13:42


I'd use scale tool and then when I am done scaling, I'll right click the red brush, goto Transform > Transform Permanently.

Then again right click the red brush, Solidity > Make Solid.


Do that AFTER your done scaling the red brush, then you'll be in business, you can make movers and it won't be buggy.


Thus the scale tool doesn't fail. :oops:


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Re: Circularity. - Postby Jima B » 19 Sep 2009, 14:37


chin.democ. wrote:Looks great, on the topic of spheres, does anyone know how to make very small spheres in the sdk (diameter of about 16 or 32), as it seems to only go so small then it wont let you go any smaller.

When making them that small I just type the value in and it goes to the size I want it. Maybe its an UnrealEd2 problem you have, as I only use UnrealEd1.
I still get the error message, but the sphere goes to the size that I tell it to, all the way down to 1. And there you have it, your little ball of BSP errors.

Thanks for the positive feedback guys. I didn't think telefragging would really be a problem either, I quite like it, sorry if you don't agree.

OH and I nearly forgot, Thanks to DJ for helping get the textures embedded in the map file. Geometry is as far as my skill goes and I couldn't have gotten the map logo in there and released it so soon without his help. Thanks DJ. :D


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Re: Circularity. - Postby ~DJ~ » 19 Sep 2009, 15:07


Aaand, Nobody told me that, so the credit goes to Noodelz :oops:


Mine way was way long, and rebuilding the map was neccesarry :oops:

so ye, thanks to noodelz


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Re: Circularity. - Postby ShadowRunner » 04 Oct 2009, 20:47


I found spheres to be hit and miss, sometimes a small one, sometimes not, maybe gridsize. Make one and then make it smaller

map looks great


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Re: Circularity. - Postby Magus » 02 Nov 2010, 14:48


Jima B wrote:OH and I nearly forgot, Thanks to DJ for helping get the textures embedded in the map file. Geometry is as far as my skill goes and I couldn't have gotten the map logo in there and released it so soon without his help. Thanks DJ. :D


This is something I used to do back when I actually made stuff (most notably done with the RTK banner on Spirit) although I cannot take credit for the methodology behind it... I also had a tutorial on DXFactory regarding embedding code which has since been lost.

Still, I admit this map looks quite intriguing (and I imagine it can get buggy with all that intricate BSP) so I guess you've learned well :P


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Re: Circularity. - Postby ~][FGS][Nobody~ » 03 Nov 2010, 01:17


Embedding textures into maps is a thing that was done in UT quire regularly...
It's importing a new texture and storing it in the package MyLevel.. this also works with sounds, music, classes, etc..


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Re: Circularity. - Postby ShadowRunner » 03 Nov 2010, 01:51


maybe there's something on the beyondunreal forums?

Magus, I may have good news, I definitely saved some of your tutorials from dxms and dxf. I have to sift 3 old hard drives, but I'll find them.


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Re: Circularity. - Postby ~DJ~ » 03 Nov 2010, 05:11


y look on beyondunreal while nobody just told you how to do it..


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~][FGS][Nobody~ wrote:DONT SEARCH WORDS ON GOOGLE WITHOUT TINKING

~[FGS]SaSQuATcH~ wrote:you+serious=error

chin.democ. wrote:It's just what you're doing with your right hand that worries me....
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Re: Circularity. - Postby Magus » 03 Nov 2010, 09:21


ShadowRunner wrote:maybe there's something on the beyondunreal forums?

Magus, I may have good news, I definitely saved some of your tutorials from dxms and dxf. I have to sift 3 old hard drives, but I'll find them.


Well there were only a few:

1. A quick guide to the Auto-save function (you'd be surprised how few knew of it);
2. The aforementioned code embedding in maps (I used it for Classbreaker);
3. An absolute mammoth tutorial on the correct construction of Movers.


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