View Full Version : moving from Source to unreal. (for some fun)
LATTEH
05-23-2010, 04:16 PM
Well i felt like i needed to do something like this post some stuff like before and after. just to see how it goes.
ill try and post what im feeling when im going thro it and if i have problems. this is the first time im making a killing floor map and im also moving from source to unreal but i know a good amount of how to use Unreal ED.
i hope you enjoy my struggles and my triumphs as i make this map for fun and on my free time. (while i wait for CSS beta to be over for me to finish that map)
MAP CREATION GUIDELINES
GAMETYPE
Single Player or Multiplayer?
Multiplayer
Game Type?
killing floor survival type?
What game is this map for?
killing floor
STORY
Story behind the map. Why are the players there? Why is the place/environment there? Write the history of my environment. What happened to the place before the player entered the environment?
the 6 man team trys to find a safe haven. they went to the lighthouse thinking there wouldn't be any zed but they were wrong.
What is this map about?
A lighthouse on a small island with tons of zombies
GAMEPLAY
What is the objective of the map?
To kill the zed
Do I have a top down game play sketch?
Yes
How would the level play out? Gameplay wise?
the players will survive by going from building to building holding out each round untill the trader opens
How would the player to play through your map? Visualize this. What experiences do I want the player to walk away with from the map?
Well the player will start on the bottom of the map on a dock for small boats. then walk up the stairs to buildings to hold out in.
How big is the map?
small the medium size like most killing floor maps are
Who is my audience? Who is the player? What is my Demographic?
some of my friends and the players who love killing floor
How will I make the map memorable?
The lighthouse no other map in killing floor (from what i saw) used a light house as a hold out point
Do you have basic top down view and few location concept sketches?
some i need to save more on my computer tho
VISUALS
Is the map original? What is everyone else doing? Don’t make another everyone map. Be original and different. How will I achieve this?
Well for killing floor its original but i feel like im kind of stealing the same idea that alexg did on world of level design but i don't think he will mind since im trying to improve myself in level design.
What is the time of day of the map? Season? Color?
night with heavy fog. i would do daytime but then i wouldn't be able to do heavy fog and it will show unreal 2.5's crapy water textures. the lighting on the buildings will be mainly yellow and orange to make it look like the lights have been sitting there for a long time
Feel and Atmosphere. Describe what I want to portray in terms of the feel of the map and atmosphere.
foggy night time. feel of there being no escape
How will I direct the player? What methods will I use? Color? Noise and Sound? Guide the player without telling them where to go. Smart design.
i will use lights by door ways to direct players in the darkness for holdout spots. i will use lanters for lighting in the house (maybe something else like lightbolbs on the ceiling) to direct the player for holdout spots in the house.
What am I going to concentrate on? What do I want to learn when I am finished? What aspect of design, gameplay, fun, crazy, atmosphere?
the buildings and the terrian ill also put a lot of focus on lighting. im going for just fun where i feel killing floor is where its simple not to hard just sit back and kill zombies with your firends. i hope to learn how to use UnrealED better this is the first time im doing something like this.
What is the visual trademark of your level? How will the players remember your map?
the light house
http://img683.imageshack.us/img683/9071/lol001d.jpg (http://img683.imageshack.us/i/lol001d.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
im sorry for my crapy drawing im not to good but it helps better then not doing it at all.
well before this i posted this on another forum i go to. so i was able to work on it a little bit this is what i have so far!
http://img23.imageshack.us/img23/8729/picturecsj.jpg (http://img23.imageshack.us/i/picturecsj.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
http://img94.imageshack.us/img94/8148/picture2pm.jpg (http://img94.imageshack.us/i/picture2pm.jpg/)
Uploaded with ImageShack.us (http://imageshack.us)
believe it or not i was able to do the path nodes on the first shot! well i didn't do most of the brush work yet i still have to finish another building and the in side of most of them... ya i still have a lot ahead of me.
also i have a question going from SOurce to unreal. i had to deal with visleafs and stuff like that do i have to do any optimiations like that with hint brushs?
avp2501
05-24-2010, 09:37 AM
The map you've done looks pretty good from here although it's hard to see how it will play. It looks like it would be ideal for BF2 or CS but you'd have to playtest it to see how well the zombies handle it.
If you want any help or advice join us on the TW forums where there's a lot of mappers willing to help. Alternatively you can go have a look at the KF-wiki where there is an area I'm making for mapping tutorials.
When your map is ready for Beta testing I suggest you make a thread in the TW>Level Design>Beta thread. That way all us KF mappers can have a go and give you any tips and advice about your map before you make it Final.
LINKS
Useful link about optimization (http://www.angelmapper.com/gamedev/tutorials/optimization1.htm)
Link to the "Level Design" area of the TW forums (http://forums.tripwireinteractive.com/forumdisplay.php?f=64)
KF-Wiki (http://kf-wiki.com/wiki/Help:Mapping_tutorials)
LATTEH
05-24-2010, 10:05 AM
thanks for the links avp2501! i will try and post on the TW forums when i get time too.
i did get to test the map and the zombies follow the path way the reason i didn't add more yet is because i still need to finish the inside for most of the buildings
avp2501
05-24-2010, 11:38 AM
I look forward to seeing what this map is like.
But do try and allow zombies to get to all areas from at least 2 directions. Like that staircase to the lower section looks great but if all the zombies have to come up that way it'll make the map too easy. Give them an alt route maybe one that players can't use to get back to the top of the map.
And yeah maps are forever changing so I know what you mean about putting too much detail in early on.
LATTEH
07-10-2010, 09:24 AM
Hi lol sorry for not updating this ive been pretty busy. I also wanted to finish another Project (http://www.fpsbanana.com/maps/138423) before i really got into this!
im fully dedcated to finishing this one
i didn't get far from were i left i only added a trader on top of the lighthouse (mind you im still in the blocking fase of the map)
i have a question tho... when i start my map and when the trader time ends... the game freezes? how do i fix this
*edit* it seems to only do it when i have UnrealED open
http://img682.imageshack.us/img682/293/pictureio.th.jpg (http://img682.imageshack.us/i/pictureio.jpg/)
LATTEH
07-15-2010, 07:49 AM
ive got a little further i added another area and then i added the second trader on top of the lighthouse
so far i have to say... im really enjoying unreal engine! its a lot like a 3d modeling tool.
I added some supports on top of the barn area. (its probably not gonna end up like a barn)
in source i would of made them into a func_detail in unreal you make them
into an actual Model! i was a little stunned to learn that!
http://img204.imageshack.us/img204/1048/barnz.th.jpg (http://img204.imageshack.us/i/barnz.jpg/)
i added an area for a warehouse type thing... (hmm thinking of it now maybe i should of thought out which area should of been and stuff but most of the names for each area will probably not be the same as the title of the area)
http://img9.imageshack.us/img9/4867/overviewr.th.jpg (http://img9.imageshack.us/i/overviewr.jpg/)
inside of the warehouse
http://img59.imageshack.us/img59/605/warehousek.th.jpg (http://img59.imageshack.us/i/warehousek.jpg/)
The trader i added on top of the lighthouse
http://img202.imageshack.us/img202/1397/lighthoused.th.jpg (http://img202.imageshack.us/i/lighthoused.jpg/)
so far i am amazed at how much i was able to creat in 3 hours time... (considering im still learning lol)
kommandojoe
07-15-2010, 04:39 PM
So which engine would you say you prefer more? I'm starting to like Unreal (kf and UE3) a lot more in comparison to Source.
LATTEH
07-17-2010, 08:24 AM
So which engine would you say you prefer more? I'm starting to like Unreal (kf and UE3) a lot more in comparison to Source.
well its kind of hard to choose... unreal you can make huge Levels very quickly where as... source you can't make something as big as quickly but if you put a lot of effort (http://www.moddb.com/mods/dear-esther) it can surprize you! i also love source's soft particle effects! (even tho there a performance hog) unreal i love its awsome textures and bump mapping. but if i had to choose which engine to use for making i mod. i think i would choose source.
well anyway i want to update on my progress so far!
well i didn't really get to work on it much. but i did get some things done. i also learn how to import some custom mesh's to UE which will make things go pretty easy.
i put some water in it made it look a lot more better to me!
http://img714.imageshack.us/img714/8757/siderr.th.jpg (http://img714.imageshack.us/i/siderr.jpg/)
i also kind of made the rooms for the house
http://img689.imageshack.us/img689/6879/insidei.th.jpg (http://img689.imageshack.us/i/insidei.jpg/)
then i added an area that connects to the main land but its blocked off... the fence is only temp i will need to make that in XSI
http://img294.imageshack.us/img294/3690/fenceo.th.jpg (http://img294.imageshack.us/i/fenceo.jpg/)
so my next task is adding the weapon spawns and the other trader.. for some testing.
with XSI and unreal is the grid in XSI the same as unreal like each unit in XSI measure's the same as unreal?
LATTEH
09-30-2010, 06:58 AM
Lol im sorry for the long post in between. But i did something i didn't want to do and that is working on another map. I Went and did the Artpass contest for TF2. I had to say i had a blast detailing that map! But it was for the greater good Because i learned a lot about detailing.
But i have been Working on Props (not many yet just some)
The props i have so far!
http://imgur.com/DILzEs.jpg (http://imgur.com/DILzE.jpg)
I plan to make A LOT of props and textures
I also did some Brush work Its not what i want yet (well not enough done for me to actually Test it and for gameplay)
http://imgur.com/fInJqs.jpg (http://imgur.com/fInJq.jpg)
What i used the fence's for
http://imgur.com/NZDsns.jpg (http://imgur.com/NZDsn.jpg)
Lol Well this is what i have so far I hope you like!
LATTEH
10-07-2010, 08:36 AM
Well I've got some more brush work done... its starting to take shape!
ive kind of changed up the story a little Instead the Lighthouse was used for an attraction for Tourests There will be a diner, museum (It will give me a reason to do a lot of modeling ) and of course the light house.
I changed this area into a diner i added an upstairs and a basement (the basement will be for the kitchen)
http://imgur.com/bQhA2s.jpg (http://imgur.com/bQhA2.jpg)
Upstairs (gonna add tables and whatnot)
http://imgur.com/HhcFgs.jpg (http://imgur.com/HhcFg.jpg)
Basement (expect to see a lot of kitchen ware)
http://imgur.com/hGdZXs.jpg (http://imgur.com/hGdZX.jpg)
I went and Put wall's into the house (i like the arches it really makes the house feel cozy)
http://imgur.com/nOyums.jpg (http://imgur.com/nOyum.jpg)
Thats what ive done so far hope you like!
LATTEH
10-17-2010, 09:58 AM
i didn't get much done (family issues) i have been working on it tho. I found some awesome custom dev textures that i downloaded
http://imgur.com/DPNLMs.jpg (http://imgur.com/DPNLM.jpg)
( http://www.moddb.com/games/unreal-tournament-3/addons/hammer-style-development-textures-for-ue3 )
i couldn't take the look of random textures anymore lol. so im gonna do what most people do in source is use the dev textures for temp model placement (with BSP) so i can get an idea of what i want to do.
i will put the download link soon after i put all the BSP placement for where i want my models.
ive also been working on models. this boat model is almost done (still a work in progress)
http://imgur.com/D9OM8s.jpg (http://imgur.com/D9OM8.jpg)
the texture on the boat isn't done (i didn't even do a UV for it yet) but the motor is done
Question: is there anything i need todo before i put a map up for play testing?
LATTEH
10-30-2010, 10:27 AM
This is somthing ive been wanting to do. To post my Current unfinished map for some play testing (like if the area needs resizing etc.)
i don't need to post pictures of what ive done because you will get to test it yourself!
http://www.filefront.com/17456804/LATTEH's map.zip
LATTEH
11-08-2010, 10:44 AM
This one is a little bit different i wanted to do a work flow (well mine) with the killing floor editor and Softimage
http://imgur.com/5uTBXl.jpg (http://imgur.com/5uTBX.jpg)
http://imgur.com/73peDl.jpg (http://imgur.com/73peD.jpg)
http://imgur.com/1x4Ayl.jpg (http://imgur.com/1x4Ay.jpg)
lol hope you enjoy
LATTEH
12-01-2010, 07:57 AM
Ive started detailing
im still detailing with the BSP tho but i have found a look i like for the diner (well downstairs), and ive detailed the porch of the house some
http://i.imgur.com/j5gXHl.jpg (http://imgur.com/j5gXH)
http://i.imgur.com/2aYbZl.jpg (http://imgur.com/2aYbZ)
I do have a problem tho. idk why or how to get rid of it but ever light when close to a Brush makes this black dot (or what ever color it is!)
http://i.imgur.com/VGv1el.jpg (http://imgur.com/VGv1e)
Can anyone help? D:
LATTEH
01-04-2011, 12:33 PM
Well since the Christmas is over so... BACK TO MY HOBBIES!
before i went on vaction i started to detail the light house (still need to make textures and the light model on top of the lighthouse and other details)
I made a stair model and hand rail model.
http://i.imgur.com/27ec6l.jpg (http://imgur.com/27ec6)
the texture's looked way better in softimage then it did in UnrealED
what it looks like from looking up from the bottom
http://i.imgur.com/w6yBVl.jpg (http://imgur.com/w6yBV)
i did start texturing too
http://i.imgur.com/MmEgfl.jpg (http://imgur.com/MmEgf)
http://i.imgur.com/hzBn9l.jpg (http://imgur.com/hzBn9)
is this texture fit? i had to darken it to make it look better
LATTEH
01-25-2011, 07:49 AM
ive been working hard on the map its starting to take shape! i also got a new graphics card so most of my time is spent playing with with it (LOL i couldn't resist playing crysis with it :p)
i made some museum case models and some tiny details
http://i.imgur.com/8sVsal.jpg (http://imgur.com/8sVsa)
I add an area right here so it will block players from taking this way (i felt it need some linear to it some where. but other wise it adds some detail
http://i.imgur.com/HNYdcl.jpg (http://imgur.com/HNYdc)
some awesome tiling texture i found (added some wood trim on the bottom so it wouldn't look plain D:)
http://i.imgur.com/FnVSKl.jpg (http://imgur.com/FnVSK)
Optimization: In source when your using displacements you usually add like a brush on the bottom so it will split the BSP from that surface and occluder the area below or occluder another side of a building (if your familiar with source you would know what i mean)
http://i.imgur.com/gyP5ol.jpg (http://imgur.com/gyP5o)
so with unreal would i do the same thing?
jsmucha
02-11-2011, 04:48 PM
-Looks like cool stuff buddy.
avp2501
03-08-2011, 01:55 PM
Hey LATTEH, the work you've done looks really impressive and I'm glad to see such high quality maps still in the works for KF.
I don't use the steam forums often so don't expect any replies often, you're better off asking on the TW forums and Murphy is usually around - he'll help out with pretty much everything.
Optimizatoin: Don't know if you've found out about this yet but this version of Unreal uses "portals" and "anti-portals" for optimizing.
Portals:
You use these brushes to create seperate zones which helps unreal decide which static meshes to hide (sm will still be rendered even if you are on the other side of a wall).
Anti-Portals:
This is probably what you are after, you hide these in walls because nothing is rendered on the other side of it. Don't over do these though since it can have the opposite effect of optimizing.
LATTEH
03-15-2011, 06:57 AM
Hey LATTEH, the work you've done looks really impressive and I'm glad to see such high quality maps still in the works for KF.
I don't use the steam forums often so don't expect any replies often, you're better off asking on the TW forums and Murphy is usually around - he'll help out with pretty much everything.
Optimizatoin: Don't know if you've found out about this yet but this version of Unreal uses "portals" and "anti-portals" for optimizing.
Portals:
You use these brushes to create seperate zones which helps unreal decide which static meshes to hide (sm will still be rendered even if you are on the other side of a wall).
Anti-Portals:
This is probably what you are after, you hide these in walls because nothing is rendered on the other side of it. Don't over do these though since it can have the opposite effect of optimizing.
Thank you i have been posting on the TW forums i just havnt updated this thread because i was temp banned for 2 months lol
YOU DID WELL!!!
03-25-2011, 10:19 AM
ive gotten more detail done and started todo some lighting
the outside of the house is pretty much detailed,finished the back yard
http://i.imgur.com/jEJYyl.jpg (http://imgur.com/jEJYy)
i did a little bit of the kitchen (can anyone recommend anything to add?) i learned how to make specular for my textures (i just loled when i found out i could all this time D:)
http://i.imgur.com/jlX0cl.jpg (http://imgur.com/jlX0c)
i dont know what i should do with the living room any recommendations?
http://i.imgur.com/9Zzokl.jpg (http://imgur.com/9Zzok)
Working on the lighting in the museum
http://i.imgur.com/TLME3l.jpg (http://imgur.com/TLME3)
some moar lighting work, ive been looking at other KF maps to learn some lighting tricks
http://i.imgur.com/bsqLml.jpg (http://imgur.com/bsqLm)
Ive also been getting this error i have no idea why or how to stop it!
i thought it was my terrian (since thats the only thing i have in the Mylevel package) then i read it was cause of drivers but that didnt help. i turned pre-caching off that didnt work either can anyone help me? (im not getting any errors when i play the map ingame)
http://i.imgur.com/EqoZal.jpg (http://imgur.com/EqoZa)
iliketurtles!
03-30-2011, 07:13 AM
http://i.imgur.com/9Zzokl.jpg (http://imgur.com/9Zzok)
i dont know what i should do with the living room any recommendations?
Sort of looks like the room you venture through in left 4 dead on the no mercy campaign, you start ontop of the build and you take the stairs down and when you exit the kitchen you see this room D:
YOU DID WELL!!!
04-01-2011, 11:37 AM
@iliketurtles! Lol i didnt realize this when i was making but ya it looks very simular! O_O
Well i decided to put out a beta of my map most of the details are done except for the lighting.
just put in the folders as they follow.
http://www.gamefront.com/files/2/Kf_lighthouse_zip (http://i.imgur.com/Ae4AN.png)
Please post feed back right away good or bad!
EllEzDee
04-02-2011, 07:16 PM
@iliketurtles! Lol i didnt realize this when i was making but ya it looks very simular! O_O
Well i decided to put out a beta of my map most of the details are done except for the lighting.
just put in the folders as they follow.
http://www.gamefront.com/files/2/Kf_lighthouse_zip (http://i.imgur.com/Ae4AN.png)
Please post feed back right away good or bad!
Sneaky McSneak-Sneak!
jsmucha
04-03-2011, 07:14 PM
@iliketurtles! Lol i didnt realize this when i was making but ya it looks very simular! O_O
Well i decided to put out a beta of my map most of the details are done except for the lighting.
just put in the folders as they follow.
http://www.gamefront.com/files/2/Kf_lighthouse_zip (http://i.imgur.com/Ae4AN.png)
Please post feed back right away good or bad!
-I see what you did there.
YOU DID WELL!!!
04-04-2011, 04:56 AM
-I see what you did there.
LOL thanks i wanted to do something but this was the only thing i could think of D:
YOU DID WELL!!!
04-08-2011, 08:57 AM
Woot! i just finished the lighting (tell me what you think and what you think i need to change!) and so far im loving the way its turned out.
ill have a beta version up pretty soon i just have to add some sounds and find any problems with the navigation or anything that might effect the player. (well what i can find by my self) then ill have it uploaded in 2 or 3 days (idk just guessing)
WARNING: BUTTLOAD OF IMAGES INCOMING
(you can view all the screenshots here)
http://steamcommunity.com/id/LATTEH/screenshots/?tab=&showdate=1&filter=app_1260
The lighthouse
http://i.imgur.com/Y8Riyl.jpg (http://imgur.com/Y8Riy)
inside the lighthouse
http://i.imgur.com/JXW1Dl.jpg (http://imgur.com/JXW1D)
Dock
http://i.imgur.com/Lg8lfl.jpg (http://imgur.com/Lg8lf)
coming up after the stairs
http://i.imgur.com/7GVuJl.jpg (http://imgur.com/7GVuJ)
inside museum
http://i.imgur.com/mZs0kl.jpg (http://imgur.com/mZs0k)
Inside the diner
http://i.imgur.com/FPdUMl.jpg (http://imgur.com/FPdUM)
another angle
http://i.imgur.com/FjJ38l.jpg (http://imgur.com/FjJ38)
downstair or the house
http://i.imgur.com/WU7qpl.jpg (http://imgur.com/WU7qp)
Master Bed room
http://i.imgur.com/VYOA5l.jpg (http://imgur.com/VYOA5)
:D
YOU DID WELL!!!
04-11-2011, 08:18 AM
Well since i dont really have much of a way to thank you guys. so i wanted to give you all the textures and models i made for this level.
Ill include them in the final (maybe beta if its not to big)
Heres all the textures and models i made/downloaded. all the ones i downloaded (well most of them) are from cgtextures i also tryed to edit them a good amount. (some of the textures are for the models and terrain i wish i had a better way to show them to you!)
http://i.imgur.com/Lsy2dl.jpg (http://imgur.com/Lsy2d)
Most of the models are useful some of them were specific for geometry and stuff so idk if i will include those (unless someone requests them)
Ill also (sometime down the road) convert them to source for Other people can you them.
http://i.imgur.com/xY3BGl.jpg (http://imgur.com/xY3BG)
DUDE WITH PROXY
04-13-2011, 12:06 PM
I uploaded the Beta version Heres the Link!!!
http://forums.tripwireinteractive.com/showthread.php?p=728765#post728765
enjoy!
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