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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

Meta-mapping

Inspiration and ideas for layouts
RedSnappa
Posts: 323
Joined: Sun Aug 21, 2011 12:10 pm
Location: North Carolina (USA)

Meta-mapping

Postby RedSnappa » Wed Jun 26, 2013 10:42 pm

Has anyone tried the idea of making a large world, something too large to be a single map, and then cutting it in different places to get many different maps out of it?
[LCDLC]Snappa
LCDLC Mapmaking Dept.
Maps finished: Hellhouse, Sorry, Worrior 1-20
Maps modded: CubeOrigin
Maps in release candidate: Blockforts, Cannons 1, Hotzone, Icecastle
Maps in beta: Arctica, Cannons 2, Cerulean-River, Igloo, Skygarden, Spacestation
Maps in alpha: Merlin, Totem

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johnnyenglish
Space cake
Posts: 895
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: Meta-mapping

Postby johnnyenglish » Thu Jun 27, 2013 4:29 am

I had an idea to make 5 or 7 small TDM maps which "join" by either winning or loosing the round, so:

Teams start on map 3 (of 5) and if red win, a server bot changes the map to map 2 (of 5), if the blue win the map advances to map 4 (of 5). All maps would use the same textures / shaders but be packed individually.

I decided it was a boring idea and never persued it.

vulture
Posts: 59
Joined: Mon Feb 27, 2012 6:57 pm

Re: Meta-mapping

Postby vulture » Thu Jun 27, 2013 4:51 am

My map is too big for the UrT engine and needs to be cut down, does that count? :(

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Biddle
Posts: 45
Joined: Mon May 27, 2013 1:49 pm
Location: France
Contact:

Re: Meta-mapping

Postby Biddle » Thu Jun 27, 2013 2:53 pm

That resembles a lot to Asche and Holblin's assault mode Johny, even though the spirit is a bit diferent the concrete idea is pretty similar :)


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