DXMP_MJ12_TheDayAfter_R

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jager774
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DXMP_MJ12_TheDayAfter_R

Post by jager774 »

Hi!

*EDIT*The map was inspired by Shadowrunner's DXMP_Smuggler_TheDayAfter map.

I havent prepared any long speech or other shet for this so here it is:
DXMP_MJ12_TheDayAfter_R.rar
(1.11 MiB) Downloaded 730 times
Map details:
-Removed the Medical R&D part
-Removed the Robot Maintenance part
-APOCALYPSE


Image
+
Image
=
http://youtu.be/mMQCJRqxEL0
Last edited by jager774 on 21 Jun 2013, 17:08, edited 1 time in total.
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chin.democ.
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Re: DXMP_MJ12_TheDayAfter_R

Post by chin.democ. »

Nice work Jager, I've uploaded some feedback.
Attachments
feedback.zip
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Re: DXMP_MJ12_TheDayAfter_R

Post by RedDynasty »

Besides the issues that chin pointed out, looks really nice.
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Re: DXMP_MJ12_TheDayAfter_R

Post by chin.democ. »

Yes there are some very cool elements to the map, it's always best to edit SP maps to get familiar with unreal Ed and then maybe after a few edited maps completed you should apply what you have learned into a map that you make with your brushwork.
jager774
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Re: DXMP_MJ12_TheDayAfter_R

Post by jager774 »

Im familiar with ued, i just felt like doing a map like this:P
Thanks for the feedback tho. :wave:
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Re: DXMP_MJ12_TheDayAfter_R

Post by ShadowRunner »

Hi Jager,

nice work.

Please be careful with "day after", I have made a lot of maps already called "day after", I hope there isn't mismatch in future.

I've made CMD, A51, Smuggler versions and other versions of maps, with the tag "day after", luckily I have not made an MJ12_The Day After, so there is no mismatch this time.
jager774
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Re: DXMP_MJ12_TheDayAfter_R

Post by jager774 »

Yep Shadow, i know you made lots of maps with the tag 'day after' themed like this one, i love those:P
thats why i made this one too, inspired by smuggler_thedayafter :D
plus this was my favorite map in SP too :-D
*EDIT*Added credit to you on the original post :-D

Okay so based on Chinny's feedback i fixed those bugs, and some others too(texture misalignment, accidental brush rotation, etc.)
Here it is:
DXMP_MJ12TheDayAfter_Prefinall.rar
Fixed version of the map.
(1.09 MiB) Downloaded 726 times
Pictures of the places mentioned above, from the same spot as Chin sent me the feedback pics:
fixes.rar
Pictures of the fixed stuff.
(278.71 KiB) Downloaded 753 times
And I'd like to share an unresolvable bug on the map:
These nano-door-stuffs:
A buggy mover.
A buggy mover.
Shot0044.jpg (65.15 KiB) Viewed 18142 times
I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either :ney:
Any ideas for this one? ](*,)
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chin.democ.
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Re: DXMP_MJ12_TheDayAfter_R

Post by chin.democ. »

Are you absolutely sure they are bhidden and not just sheet brushes, did you zoom right in and see if they are wafer thin sheets?
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Re: DXMP_MJ12_TheDayAfter_R

Post by jager774 »

Let me double check that.
*EDIT*Nope.
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Re: DXMP_MJ12_TheDayAfter_R

Post by Vaan »

ok just played the map found 2 problems but cant do nice illustrated pics like chinny so will just give crap descriptions instead..

i got stuck in a creater at the bottom of the stairs where the bot bay would be... and i think it would be cool to have med kit and ammo box down there for me to camp would make it more interesting instead of being just a dead end...

and second place i got stuck is where the greasels would be the small area thats bouldered off where i think stairs would of been is very difficult to get out of.. and texture mistake on one of the boulders..
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jager774
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Re: DXMP_MJ12_TheDayAfter_R

Post by jager774 »

I was there too, i've seen you got stuck, yeah thanks for the feedback :wink:
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Re: DXMP_MJ12_TheDayAfter_R

Post by Magus »

jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?
I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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jager774
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Re: DXMP_MJ12_TheDayAfter_R

Post by jager774 »

:ney:
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Re: DXMP_MJ12_TheDayAfter_R

Post by ~][FGS][Nobody~ »

Magus wrote:
jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?
I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.
You can visible all actors (including brushes and movers) by clicking at 'Windows' on the menu bar and selecting the line 'Log'.
After the log window opened, type: set actor bHiddenEd false
followed by pressing enter.
This will unveil all hidden actors.
Nobody is perfect...
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Magus
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Re: DXMP_MJ12_TheDayAfter_R

Post by Magus »

~][FGS][Nobody~ wrote:
Magus wrote:
jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?
I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.
You can visible all actors (including brushes and movers) by clicking at 'Windows' on the menu bar and selecting the line 'Log'.
After the log window opened, type: set actor bHiddenEd false
followed by pressing enter.
This will unveil all hidden actors.
Turns out I was looking in the wrong place, was trying to judge from the surrounding area where he said the issue was... *facepalm*

Nobody strikes again!
-- Magus "There are 10 kinds of people in the world - those who understand binary, and those who don't"
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