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AC Mapping Tricks
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07 Jan 12, 03:18AM
(This post was last modified: 10 Mar 12 12:58AM by .ExodusS*.)
Post: #1
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AC Mapping Tricks
This is a test, dont care about the music (i know it's the same on my MineCraft tutorial).
Critics are welcome, hope it could help you! :D If you have some ideas and good questions about something in mapping, and if a video is needed to explain well, ask it! :D Here i make an advanced garage door, of course it's an exemple where i can show you some tricks and problems you can have in mapping (and how to "dodge/hide" them) AssaultCube mapping tricks N°2 |
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07 Jan 12, 07:55AM
(This post was last modified: 07 Jan 12 07:56AM by Cemer.)
Post: #2
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RE: AC Mapping Tricks video test.
Music is great, quick, classy and simple tutorial makes the mapping engine seem BAD-ASS. Lovely work.
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07 Jan 12, 10:08AM
Post: #3
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RE: AC Mapping Tricks video test.
How come your highfields slowly move?
Mine are instant. |
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07 Jan 12, 05:16PM
(This post was last modified: 07 Jan 12 05:17PM by .ExodusS*.)
Post: #4
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RE: AC Mapping Tricks video test.
(07 Jan 12 10:08AM)MykeGregory Wrote: How come your highfields slowly move? It's not with the "arches and slopes menu" or with the "perlin" command. It's real heighfields! :D Watch the doc (A+H for the ground (or A+I for the roof) and then, keep the A key and scroll down/up with your mousse) Ofc i'll not make basic mapping tutorials like that because i'm "over the doc". |
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09 Jan 12, 06:11AM
(This post was last modified: 09 Jan 12 06:15AM by kleinkariert.)
Post: #5
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RE: AC Mapping Tricks video test.
that's what i mean with inspiring mapping. it's a quite simple idea but the key is to HAVE that idea. nice work, go on.
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09 Jan 12, 07:45PM
Post: #6
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RE: AC Mapping Tricks video test.
F1
* V-Man is tempted to turn this martial art into a script |
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11 Jan 12, 02:04PM
(This post was last modified: 11 Jan 12 02:05PM by FANTOMAS.UA.)
Post: #7
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RE: AC Mapping Tricks video test.
Good video, thanks. I think it makes sense to attach (pin up) this topic.
.Exodus* could you show how to select models/entities which are allocated too close each other? |
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27 Jan 12, 06:40PM
(This post was last modified: 28 Jan 12 12:20PM by .ExodusS*.)
Post: #8
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RE: AC Mapping Tricks video test.
AssaultCube mapping tricks N°2 Quote:.Exodus* could you show how to select models/entities which are allocated too close each other? You need luck. :) |
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29 Feb 12, 11:40AM
Post: #9
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RE: AC Mapping Tricks video test.
/push it!1
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01 Mar 12, 06:15AM
Post: #10
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RE: AC Mapping Tricks video test.
I think your in love with the Skyward Sword Ballad of the Goddess remixed by C418. Original was made by The Legend of Zelda 25th Anniversary Orchestra. -.-
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01 Mar 12, 08:54AM
Post: #11
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RE: AC Mapping Tricks video test.
Meh! How comes I didn't see that video before? Nice finding mate.
I have a question though, does it anyhow affects the WQD, FPS aso...? |
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09 Mar 12, 03:57AM
Post: #12
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| RE: AC Mapping Tricks video test. | |||
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09 Mar 12, 10:39AM
(This post was last modified: 09 Mar 12 10:48AM by DES|Cleaner.)
Post: #13
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| RE: AC Mapping Tricks video test. | |||
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09 Mar 12, 12:52PM
Post: #14
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RE: AC Mapping Tricks video test.
Done, and changed the title from "AC Mapping Tricks video test." to just "AC Mapping Tricks", so feel free to post more here :)
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09 Mar 12, 11:23PM
Post: #15
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RE: AC Mapping Tricks
The best mapping tip I can give is to find your own style, even if you use ideas from other maps, have that 1 thing that will set your map apart from the rest.
Keep in mind that the engine is meant for small, indoor maps that can be faked to look like outside areas. Giant, wide open maps catering to snipers can be fun for some, but if you want your map to be played competitively by the majority of the community it should be a reasonable size (mapsize 7-8) with a good amount of solids. The F key is your friend. :p Only use heightfields where you need them. More heightfields = more resources required for the engine to run the map. That doesn't mean you shouldn't use them, but if you have an 8x8 cube heightfield with only 2 cubes actually using them, the others are wasted and your map could run better for some if only the 2 were heightfielded. Brainstorming > Layout > Other Geometry > Textures > Details > Models > Flags (if needed) > Pickups > Spawnpoints > Lighting > Testing > Release I create maps in that order, of course you can do things different. |
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10 Mar 12, 12:10PM
Post: #16
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RE: AC Mapping Tricks
Sorry, but all the QQing about walk through doors, and you sticky a topic with a video on HOW to do it? This logic is hideous.
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12 Mar 12, 12:57PM
Post: #17
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RE: AC Mapping Tricks
(09 Mar 12 11:23PM)Bukz Wrote: The best mapping tip I can give is to find your own style, even if you use ideas from other maps, have that 1 thing that will set your map apart from the rest. Of course yes, but when you know more about mapping, your style may be better. But i know that all mappers still stealing mapping ideas from older maps (and even from Cube maps). Take as exemple: -a simple door/window -the roof -destroyed walls -the stairs texture -... |
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12 Mar 12, 01:45PM
Post: #18
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RE: AC Mapping Tricks
Yea my point was to have people use something unique in their maps rather than just using things from previous maps that have already been done. Of course that may not always be possible depending on their knowledge with the editor.
As long as people don't copy/paste from other maps and are learning more from each map they make they should have success. :) |
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13 Mar 12, 11:40AM
Post: #19
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| RE: AC Mapping Tricks video test. | |||
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