When saving the map, by default the file extension is .umap, but you can change it to all files, then simply put the .me1 to the end. But i think it's also fine if you save it as .umap and later just manually rewrite the .umap with .me1.
I'm not the best mapper, and i'm new to UNREAL TOURNAMENT 3 Mapping, but i mapped for the Source Engine,anyway, UT3 is way more complicated, but it's way more better.
@ Taplonaplo, i could need your help, where are that freaking Textures?
I only found some ground textures in ea Games/Mirror's edge/tdGame/Materials and then in the Rooftops-file, there are some textures i know and i can use.
@SourceTutorial Depends on the type of enviroment. For buildings load up on of the packages in the building folders and it will also open all the packages that contain textures used by the models in the package. For indoor textures load in one of the packages in the Interiors folder.
Ooh! I love free-roam stuff. When you're done, PLEASE let me know! (If possible, send it to me when finished! Or put it on some site, THEN lemme know XD)
Rightnow i'm more or less happy ith the scaffolding part and the bottom floor, the middle floor seems overcrowded, and the top is unfinished. Where do you think changes shouold be made?
its hard to say without playing it as i dont know any of the alternative routes, but as was mentioned on the forums, less turning around, wich i can imagine is hard to avoid, maybe you could make a video just showing the whole area without going through checkpoints, to get a feel for the areas, it does look slightly cluttered at the mo, would benefit from some spacing out
With eliminating 0:17 - 0:32 and the checkpoint at 1:05, the gameplay is slightly smoother.
The middle floor will require overhaul, and the bottom floor needs a better level transition to the middle one.
The reason why the turnarounds didn't bother me was that i always used sidesteps, so 90˘ turns were practical (there are plenty of them in dice maps too), but i agree that too sharp turns are bad, so i'll try to change that.
I have another question ( i hope you don't mind) but were did you get the blue plastic thing around the building at the very beginning?
hobigobi23 2 years ago
@hobigobi23
i'd guess props/ building but if you can open the map you should be able to find it as it must be loaded
taplonaplo 2 years ago
@taplonaplo
well i already had found them, but mine are grey...
hobigobi23 2 years ago
@hobigobi23
just change the material it uses. It's the same mesh
taplonaplo 2 years ago
@taplonaplo
Thanks, i found out how to do that :D
hobigobi23 2 years ago
could you please tell me how to save a custom map made in the inrealED as a ME1 file, please help
hobigobi23 2 years ago
@hobigobi23
When saving the map, by default the file extension is .umap, but you can change it to all files, then simply put the .me1 to the end. But i think it's also fine if you save it as .umap and later just manually rewrite the .umap with .me1.
taplonaplo 2 years ago
ok tyvm,
i gonna try it out now
hobigobi23 2 years ago
Yes, just renaming it will work.
I'm not the best mapper, and i'm new to UNREAL TOURNAMENT 3 Mapping, but i mapped for the Source Engine,anyway, UT3 is way more complicated, but it's way more better.
@ Taplonaplo, i could need your help, where are that freaking Textures?
I only found some ground textures in ea Games/Mirror's edge/tdGame/Materials and then in the Rooftops-file, there are some textures i know and i can use.
Help? :D
SourceTutorial 2 years ago
@SourceTutorial Depends on the type of enviroment. For buildings load up on of the packages in the building folders and it will also open all the packages that contain textures used by the models in the package. For indoor textures load in one of the packages in the Interiors folder.
taplonaplo 2 years ago
Which freaking folder?
I only go to tdGame/Materials and select the rooftops file.
SourceTutorial 2 years ago
@SourceTutorial
%ME install directory%/tdgame/cookedpc
taplonaplo 2 years ago
i've never seen a "Interoirs" folder, but thanks, i'm looking for it now.
SourceTutorial 2 years ago
wow rily long!
TheGamersLog 2 years ago
Meh, good level, but the waypoints are all OVER the place.
danielign9 2 years ago 5
Very nice.. bu need better
for happy : ]
ScorpyX 2 years ago
Ez komoly! Jó hosszú pálya, sok pontot kell benne megtalálni :D.
IKaszaNI 2 years ago
a másik videot nézd meg, jol meg lett csonkitva az útvonal, viszont nem olyan csiga lassu legalább...
taplonaplo 2 years ago
nice map im working on freeroam map from main menu im making the big one like the real one now i have made like 8%
goblinhk 2 years ago
Ooh! I love free-roam stuff. When you're done, PLEASE let me know! (If possible, send it to me when finished! Or put it on some site, THEN lemme know XD)
~~InvisiKidJax~~
InvisiKidJax 2 years ago
Very cool! 5*
Blackdeschler 2 years ago
This has been flagged as spam show
Dude! It rocks!
(\__/)
(='.'=)
(")_(")
szabibandi 2 years ago
Wow, great level construction! I hope DICE will learn their mistakes, and ME2 will have levels like this.
MakMonkin 2 years ago
that's going to be tough. Long level. Great work though, it's awesome to see someone using the editor. I look forward to failing at this.
MamiyaOtaru 2 years ago
Any download links?
Czulki 2 years ago
it's still work in progress
taplonaplo 2 years ago
Well, it looks great the way it is O_O. Can't wait to play it.
Czulki 2 years ago 2
btw at 1:10 you dont have to roll...
himomhi123 2 years ago
WHOA AWESOME!!!
himomhi123 2 years ago
nice map, needs cleaning up, but i like it
adamjskater 2 years ago
Could you give concrete examples?
Rightnow i'm more or less happy ith the scaffolding part and the bottom floor, the middle floor seems overcrowded, and the top is unfinished. Where do you think changes shouold be made?
taplonaplo 2 years ago
its hard to say without playing it as i dont know any of the alternative routes, but as was mentioned on the forums, less turning around, wich i can imagine is hard to avoid, maybe you could make a video just showing the whole area without going through checkpoints, to get a feel for the areas, it does look slightly cluttered at the mo, would benefit from some spacing out
adamjskater 2 years ago
With eliminating 0:17 - 0:32 and the checkpoint at 1:05, the gameplay is slightly smoother.
The middle floor will require overhaul, and the bottom floor needs a better level transition to the middle one.
The reason why the turnarounds didn't bother me was that i always used sidesteps, so 90˘ turns were practical (there are plenty of them in dice maps too), but i agree that too sharp turns are bad, so i'll try to change that.
taplonaplo 2 years ago
Reffer to on mirrors edge forums for the discussion of this map, along with released usermade maps
xGodHunDx 2 years ago