New Map BETA (MountHaskji)

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Alto
Posts: 2
Joined: Thu Aug 31, 2006 8:40 am

New Map BETA (MountHaskji)

Post by Alto » Sun Sep 03, 2006 4:27 am

I made a short Monster Hunt map based on a small fort which is in a few mountains, while highly detailed, this map is very small. Its only a really quick map, but i hope you can accept it! You can download it here:

MAP: http://rapidshare.de/files/31780418/MH- ... ijBETA.unr
MUSIC: http://rapidshare.de/files/31780788/bluesky8.umx

Me being an experienced map maker (detail Wise) I never really understood monster hunt much.
(Making the maps) If anyone could teach me that would be nice.

The music is only temporary. I will most likely make my own or change it.


I may add onto it, but I'm not sure.

LeaderX
Posts: 25
Joined: Tue Mar 14, 2006 12:53 am

Post by LeaderX » Sun Sep 03, 2006 5:11 am

Alto.. you have got to find a better hosting site!! I can't download the music cause it says I've reached the "max downloads for free users" after I downloaded the map???

I'll try to find that .umx file somewhere else.. I guess.. in the mean time... find a better hosting site please. Try Filefront or something.

LeaderX
Posts: 25
Joined: Tue Mar 14, 2006 12:53 am

Post by LeaderX » Sun Sep 03, 2006 5:27 am

I found the music file on a CTF map. Anyway... Interesting map. Seems kind of thrown together and random. But, it ran smooth in single player. I found one problem.

Right before you end the map, you have a HOM effect (Hall of Mirrors)... I think its called a BSP cut.
Image

You have to find out whats cutting into the empty, black space in unreal editor. BSP cuts happen alot with maps with terrian like yours. I'm guessing you used that Terrian builder in Unrealed. I always have problems with that.

Anyway, its not my kind of map. But keep making em.. that's how you get better at it!

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-SuPreMe-
Posts: 818
Joined: Mon Jul 17, 2006 4:05 am

Post by -SuPreMe- » Mon Sep 04, 2006 12:52 pm

I think its great too see new monster hunt maps even if they suck we still need new ones and its great too see ppl mapping them like my self but one problem the link for ur map download sucks it asks u too upload stuff and it takes ages i reccomend u use nalicity i used it heres a link to my map
http://nalicity.beyondunreal.com/map_hub.php?mid=9288
-------.[ ]
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
-------||||
-------||||
------..< >
{MHM}
Image

Alto
Posts: 2
Joined: Thu Aug 31, 2006 8:40 am

Post by Alto » Mon Sep 04, 2006 1:07 pm

Thanks for the positive replies guys! Ill fix the host.

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derdak2rot
Posts: 60
Joined: Sat Jul 16, 2005 6:23 pm

Post by derdak2rot » Mon Sep 04, 2006 6:26 pm

bsp cuts stand for the bsp trees of construction , you can see those bsp cuts by checking your 3d view and select the third button in the little menu ( with those littles cubes ) , right before "texture view" and "dynamic lights"

Hall of mirror , stand for HOM , its basically a bad bsp cut ( that mean the bsp tree is screwed and create some weird lines on the tree ) and can be displayed as a mirror hole , but where the effect is sscrewed up . but HOMs can be fixed more easily as it appears , somtimes just move the brush a bit can fix it .

BSP hole , is not the same , its a place where you can see a black hole behind , and its more related to brush usage than bsp tree itself ( well , every mappers should know that brushes must be placed in orders to make clean bsp ;) ) and also sometimes it appears when using semisolids which cross non-solids ( BAD :p ) . one way to fix that is cleaning the bsp by using more semisolids ( never use them for big brush , but mainly for small deco or pillars ) . i should explain why using semisolids :

- solid brush have their own bsp tree , but semisolids have their own too , so in appearence , the more you use semisolids , the more the solids bsp tree is clean ( solid bsp is the main tree in the engine ) , help the map perfomances and make maps more stable . just a thing , semisolids and non-solids use the same bsp trees , that why you cant cross them without having bsp errors :)

hope you understand :wink:
arrgh ! lost my head !

LeaderX
Posts: 25
Joined: Tue Mar 14, 2006 12:53 am

Post by LeaderX » Tue Sep 05, 2006 5:16 am

Actually, I'm kind of lost. I kind of understand what you are saying.

"Try not to mix semi-solids and non-solids!" Right? I find that after I reach a certain point in my map (like a week 3 of builiding) I start to get cuts and end up having to "Jerry-rig" the map to keep it together. And It usally starts getting cut in areas where I add zones.

Anyway, is there a webpage that I can read more about this... cause I want to start making maps like Long Corridor 2006. That map looked incredible.

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-SuPreMe-
Posts: 818
Joined: Mon Jul 17, 2006 4:05 am

Post by -SuPreMe- » Tue Sep 05, 2006 9:28 am

somthing similar happend to me when i made NaliPrison wheneva i would bould all somtimes a brush or 2 would vanish can be very anoying when the brush is in a awkward place is this the same thing or somthing else ?
-------.[ ]
---- -//|::|\\
----////| .|\\\\ <- 2 times the arms 2 times the awesomeness!
---* * | | |* *
-------||||
-------||||
------..< >
{MHM}
Image

User avatar
derdak2rot
Posts: 60
Joined: Sat Jul 16, 2005 6:23 pm

Post by derdak2rot » Tue Sep 05, 2006 10:05 am

LeaderX wrote:Actually, I'm kind of lost. I kind of understand what you are saying.

"Try not to mix semi-solids and non-solids!" Right? I find that after I reach a certain point in my map (like a week 3 of builiding) I start to get cuts and end up having to "Jerry-rig" the map to keep it together. And It usally starts getting cut in areas where I add zones.

Anyway, is there a webpage that I can read more about this... cause I want to start making maps like Long Corridor 2006. That map looked incredible.
you can mix them , as long they dont touch each others , or you will have bsp errors in parts where its crossed

one good tutorial imo , and also some others , that were made by one of the best mappers for UT , Hourences :
check them , there is tons of things explained :

http://phalanx.planetunreal.gamespy.com/
(browse in the tutorial part ;) )
arrgh ! lost my head !

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