View Full Version : Lost Arts Map Pack
Darth Axel 007
07-24-2007, 05:50 PM
Ok, lets start. I've been creating a bunch of maps on the Roboblitz Editor ever since Gears was announced for PC. Unfortunately, the editor one day [actually yesterday] wouldn't want to read my map files so I reinstalled the game and editor, still no luck dude. I have all the assets I made with max/zbrush/photoshop so I'm rebuilding my first map called "Theater" [ok I couldn't think of a name so I just called it by the setting, but seriously dude, subway? mansion? train station, furnace? Your names weren't any better Epic. =]
ALPHA
http://img514.imageshack.us/img514/4388/untitledkl8.jpg
http://img102.imageshack.us/img102/4958/preview3rh2.jpg
^ZOMG I GOTZ OUT OF TEH MAP
http://img508.imageshack.us/img508/1401/preview4ka2.jpg
Marcus is the exact height of that gray pole thing, give me a hug.
http://img517.imageshack.us/img517/6375/blitz01aj4.jpg
^This is is the entrance to the theater, it is not final. I still need to work on lighting and few bsp generated lighting glitches. There's one visible in the pic actually. Also part of the ceiling is supposed to be collapsed, I'm still working on it.
Players start in either two spawns, an old destroyed large closet, or a destroyed bathroom on either side. They run down straight and see grenades in the entrance [both sides] [entrance in the pic]. They have 3 choices, at start, this gives them the illusion of much freedom. They either go upstairs for sniper [both sides], go center which will eventually lead them to torque centered, or the third path which will lead them to boom centered on stage.
While both teams have a sniper start like in fuel depot, there's a twist, instead of the snipers trying to only kill each other, they have to watch out for the boomshot on the stage downstairs and try to headshot him without being headshotted. If the teams take too long to pick up the boom and are still in a fight on the stage, the torque can be picked up and kill the person who picks up boom or the people on stage.
I know confusing, it'll make sense when I'm finished.
tk i massacre i
07-24-2007, 05:59 PM
kooooool :)
Lee Perry
07-24-2007, 06:35 PM
Yes, you could in theory grab the editor from Roboblitz and get used to some of the differences between UE3 and the UT2kX editors. BSP would be a simple copy-paste most likely. FWIW, low cover is 96 unreal units tall, must be shallower that 96 units to mantle over it, and generally a "floor" of a building is a nice even 256 units.
Darth Axel 007
07-24-2007, 06:56 PM
Yes, you could in theory grab the editor from Roboblitz and get used to some of the differences between UE3 and the UT2kX editors. BSP would be a simple copy-paste most likely. FWIW, low cover is 96 unreal units tall, must be shallower that 96 units to mantle over it, and generally a "floor" of a building is a nice even 256 units.
Thanks, read the interview thing and you told us about this. And that Marcus is 162 unreal units tall with a 50 unit wide collision cylinder.
Also, why did you guys leave certain actors in the blitz editor like the Cover Link actor?
{SM}LeadSniper
07-24-2007, 07:01 PM
well i do have some "decent" concept art ideas for a thrashball stadium with the training devices scattered across the stadium as well as destroyed seats and stuff.
Darth Axel 007
07-24-2007, 07:08 PM
well i do have some "decent" concept art ideas for a thrashball stadium with the training devices scattered across the stadium as well as destroyed seats and stuff.
I could try that, it might take a while considering the amount of time one must work on assets now compared to previous gen. Now to compete with the new gen in games, mappers and modelers must spend a greater amount of time putting detail in their assets with programs such as zbrush and mudbox. I'm still working on my assets/ meshes etc.
But before I see it, make sure the map is balanced, allows freedom to navigate, etc etc. Read CliffyB or Hourences's read or lecture on level design.
{SM}LeadSniper
07-24-2007, 07:40 PM
im fully aware i did make map concepts for ut2k4
Darth Axel 007
07-24-2007, 07:41 PM
im fully aware i did make map concepts for ut2k4
Ok cool. Then I'd like to see it. =P
{SM}LeadSniper
07-24-2007, 07:57 PM
i can explain it, im away from my scanner atm.
both teams start out at the dugout at the opposing endzones dirty and decayed. the stadium itself is a simple oval with 1 section of seats that surround the stadium with turned-over seats block a full circle around the stadium. at the center is a boomshot among the fallen training devices (punching bags, sandbags, ect) to the left of the boomshot is an elevator where you press the button and it leads to the the observation box and holds the sniper-rifle (i am a sniper at heart after all...) above the sniper are lights that can be shot out and a control panel in front of it that is explosive if shot (the counter so a player from ground lv can fire a boom/torque and get the sniper) the elevator is silient outside of the clicking of the button making getting the drop on the sniper easier. behind the sniper rifle is the button to bring the elevator up. the elevator is exposed from the front making the player subseptable to lancer fire. to the right of the boomer is a fallen arch that leads to the stands that leads to a torque bow. at the endzones are hammerbursts and at the dugouts are broken cement blocks that can be climbed up to get up to the stands. above the dugouts in the stands are the boltok and grenades. and between the boomshot and the endzone (25 yrd line) is a pair of smoke grenades and frag grenades.
i think that is a pretty good worded concept. once i get home on thursday i can post my pics when i can reach my scanner.
Darth Axel 007
07-24-2007, 08:23 PM
i can explain it, im away from my scanner atm.
both teams start out at the dugout at the opposing endzones dirty and decayed. the stadium itself is a simple oval with 1 section of seats that surround the stadium with turned-over seats block a full circle around the stadium. at the center is a boomshot among the fallen training devices (punching bags, sandbags, ect) to the left of the boomshot is an elevator where you press the button and it leads to the the observation box and holds the sniper-rifle (i am a sniper at heart after all...) above the sniper are lights that can be shot out and a control panel in front of it that is explosive if shot (the counter so a player from ground lv can fire a boom/torque and get the sniper) the elevator is silient outside of the clicking of the button making getting the drop on the sniper easier. behind the sniper rifle is the button to bring the elevator up. the elevator is exposed from the front making the player subseptable to lancer fire. to the right of the boomer is a fallen arch that leads to the stands that leads to a torque bow. at the endzones are hammerbursts and at the dugouts are broken cement blocks that can be climbed up to get up to the stands. above the dugouts in the stands are the boltok and grenades. and between the boomshot and the endzone (25 yrd line) is a pair of smoke grenades and frag grenades.
i think that is a pretty good worded concept. once i get home on thursday i can post my pics when i can reach my scanner.
Sounds nice, one of my 4 maps in the map pack is called coliseum which actually is very similar to your map. I might just replace it and have your map [I didn't even make a blueprint or anything it was just in my head] and credit you. I'll put pics of the "cole train" [gus] since he was such a star at the sport. Anyway I'm looking forward to seeing your map.
{SM}LeadSniper
07-24-2007, 08:29 PM
glad to help, i just want to see the hammerburst being used. no offense to epic but its such a great wep XD. the trick is to make sure the observer's box is just high enough to see the field but low enough where a person can shoot the control panel. also its vital that the scatter training equipment and chairs obscure a direct LoS to the other end of the field. i dont think i need to explain why XD
SweetTooth
07-25-2007, 12:20 AM
Yes, you could in theory grab the editor from Roboblitz and get used to some of the differences between UE3 and the UT2kX editors. BSP would be a simple copy-paste most likely. FWIW, low cover is 96 unreal units tall, must be shallower that 96 units to mantle over it, and generally a "floor" of a building is a nice even 256 units.
good to know a solid number for the height of objects. i have some plans already and going though a testing phase for things to jump over will be a lot easier now :)
A PIMPGAMER 213
07-26-2007, 04:32 PM
nice map, i like it a lot.
{SM}LeadSniper
07-26-2007, 05:28 PM
well i lost my sketch-book (again) ill draw it up on lined paper while im at class. ill scale it to the best of my abilities. dont hold your breath though, i dont have a ruler XD.
Darth Axel 007
07-29-2007, 03:24 PM
well i lost my sketch-book (again) ill draw it up on lined paper while im at class. ill scale it to the best of my abilities. dont hold your breath though, i dont have a ruler XD.
Ok I'll wait.
Cole Train 101
07-30-2007, 07:04 PM
cooooooool
banshee714
07-31-2007, 05:28 PM
wow very very well done :)
Cole Train 101
08-01-2007, 02:17 PM
very well done. must of taken a while
Manks21
08-02-2007, 01:18 PM
Looks great. Can't wait to see the finished product.
I EsX BiLLy I
08-10-2007, 06:21 PM
That map looks brilliant - i might buy GoW PC just so i can play it!
StalwartUK
08-10-2007, 11:16 PM
Looks good if not a bit basic but betas are betas. The final version will with no doubt be much improved.
Since this is a map pack any chance of seeing what any of the other maps look like? Just curious.
Darth Axel 007
08-11-2007, 05:04 AM
Looks good if not a bit basic but betas are betas. The final version will with no doubt be much improved.
Since this is a map pack any chance of seeing what any of the other maps look like? Just curious.
Two I only have blue prints of them, which include weapon locations, gameplay elemnts stuff etc etc]
One of them is set in the sky in an ancient sky temple, the other is in the locust empire city.
The pics posted here are very very old, the actual map is pretty much finished but needs a bit of tweaking. I'm thinking of UT3 maps right now, I can't attempt to create them in the Roboblitz Ed considering I don't know the pawn heights so I do not want to have the scaling messed up.
Darth Axel 007
08-11-2007, 05:14 AM
That map looks brilliant - i might buy GoW PC just so i can play it!
It's only one map..
Other users from the community are going to thousands create maps for it too.
Why o why can't any of this content come to the 360...
Kronos
08-15-2007, 10:11 PM
The content PC users are creating or the content epic added to the PC version?
Dj_Narcotics
08-17-2007, 10:07 AM
Damn Dude That Is Amazing :O
GearsFenix6666
08-23-2007, 04:53 AM
sorry for this off topic question, but where can you get this Roboblitz editor? it looks like it would be alot of fun to mess around with.
Darth Axel 007
08-23-2007, 01:30 PM
sorry for this off topic question, but where can you get this Roboblitz editor? it looks like it would be alot of fun to mess around with.
You can purchase it off Steam, it costs $15. Make sure your system meets the requirments.
Victim
08-25-2007, 04:58 PM
Wow! Thats amazing!
Kronos
08-26-2007, 04:58 PM
Roboblitz is pretty horrible content wise(I mean that only in poly count and texture resolution), but if your skilled in Max/Maya and UnrealED, you should have no problem with creating some spectacular visuals in UnrealED4.
UED4 is a bit different then the previous builds on UE1 and UE2, but if you've dealt with UnrealED before you shouldn't have to much difficulty getting the hang of it. Some things in the Roboblitz Editor have been removed that should of been there, such as water volumes and what not, so don't expect to build everything that you would like to.
Marsfyre
08-27-2007, 12:01 AM
Roboblitz is pretty horrible content wise(I mean that only in poly count and texture resolution), but if your skilled in Max/Maya and UnrealED, you should have no problem with creating some spectacular visuals in UnrealED4.
UED4 is a bit different then the previous builds on UE1 and UE2, but if you've dealt with UnrealED before you shouldn't have to much difficulty getting the hang of it. Some things in the Roboblitz Editor have been removed that should of been there, such as water volumes and what not, so don't expect to build everything that you would like to.
water volumes wouldn't serve any purpose in a game where you're a robot, considering you would either be fine, or explode / take damage, and the rest could be done with fog and a physics volume. Out of curiosity, what other features is it missing?
Kronos
08-27-2007, 07:46 PM
water volumes wouldn't serve any purpose in a game where you're a robot, considering you would either be fine, or explode / take damage, and the rest could be done with fog and a physics volume. Out of curiosity, what other features is it missing?
Whom says you have to be a robot?
I have heard that some key lighting features were removed in Roboblitz or its just didn't come with the older UE3 build it was created on.
UnrealScript is missing also if I remember correctly.
OakCoast
08-28-2007, 03:36 AM
maybe some cover pieces to fill up those nice huge open spaces...or not.
KILLTHEIF
08-30-2007, 08:01 AM
that looks cccccoooooooollllllll
mmmpeaches9
09-01-2007, 03:57 AM
awesome map. btw theater is a good name, simple yet sweet
Jakyl420
09-03-2007, 02:23 PM
After much thought was poured out, I have decided that instead of an original map this time around, I am going to recreate "The Complex" from Goldeneye 64 for Gears of War PC. At first I thought about the size of the map and that it is bigger than anything that is in the Gears world, but then I thought, well if I make the coridors a tad smaller and the pacing a bit faster, this could be one hell of a map for boomshots, snipers, and torque bows. Plus the added bonus of a sick fight area at the lower deck that has all the pillars from floor to roof and then factor in the "destroyed beauty" and you have a map that could very well serve as a sick kickoff for recreations in the Gears universe.
I dunno, maybe Im wrong, maybe people wouldnt want to play the complex again? Sound off and let me know if this is something you would want to relive.
Kronos
09-03-2007, 07:47 PM
I've been working on a really large snowy mountain map for the past couple of days, I wasn't intending to build it for Gears of War or any game for that matter(basically a map for testing the terrain capabilities), but recently I've been thinking that I could actually transform it into an interesting large outdoor GoW map for kicks, given that I add more detail and obstacles other then snow and rock of course.
At anyrate here's a few screenshots I took of the map, starting from a close up on Xan's(imported UT2k4 character) shadow to a nice distant shot of the entire mountain.
http://img391.imageshack.us/img391/28/mountainscale1jc9.jpg
As I said earlier, the map is pretty blank right now with just snow and rock, but if I were to transform it into a playable map for GoW or any game I'd most certainly add more obstacles and visuals.
And of course if this were a map for a game like GoW, I'd block players off from venturing to far(I'd probably have the map focus near the peak).
Darth Axel 007
09-04-2007, 02:20 AM
@ Kronos, that looks nice. What did you use to create the terrain? Or did you create it freely? If you did want it for gears, you'd need some sort of base in the mountain. I can imagine that. Otherwise put multiple obstacles focused around the peek. Looks nice.
Kronos
09-04-2007, 03:44 AM
I used the editor itself to create the terrain, with the terrain editing tool.
Yea I was thinking of having some ice caves among many other obstacles.
I've been thinking lately that perhaps I could use the entire map if I made some sort of a coop game for GoW.
Monst3r x
09-12-2007, 01:27 AM
Haha that's pretty cool.
Nice stuff man!
Darth Axel 007
09-14-2007, 12:33 AM
I used the editor itself to create the terrain, with the terrain editing tool.
Yea I was thinking of having some ice caves among many other obstacles.
I've been thinking lately that perhaps I could use the entire map if I made some sort of a coop game for GoW.
How many polies is the terrain? It looks very smooth and highpoly. Also, how do you export ut04 characters? I've been trying to figure that out for some time.
Kronos
09-14-2007, 01:20 AM
Also, how do you export ut04 characters? I've been trying to figure that out for some time.
If you have the program UPaint by any chance, then you should also have the PSK files for every UT2k4 character(you can find UPaint on your UT2k4 disc).
I used a program called Deep Exploration to import the PSK file of Xan and convert it to an OBJ file, once I've done that I was able to import the OBJ files into 3DS Max, and export them as an ASE file which UnrealED allowed me to import.
How many polies is the terrain? It looks very smooth and highpoly.
I don't see an option to view how many polies the terrain is, but I can tell you that in the numpatches in Y, and X are set to 300, and then I scaled the terrain up in drawscale to 3.
nbk_smoov
09-14-2007, 11:44 PM
good work
keep it up
Darth Axel 007
09-17-2007, 04:49 PM
If you have the program UPaint by any chance, then you should also have the PSK files for every UT2k4 character(you can find UPaint on your UT2k4 disc).
I used a program called Deep Exploration to import the PSK file of Xan and convert it to an OBJ file, once I've done that I was able to import the OBJ files into 3DS Max, and export them as an ASE file which UnrealED allowed me to import.
I don't see an option to view how many polies the terrain is, but I can tell you that in the numpatches in Y, and X are set to 300, and then I scaled the terrain up in drawscale to 3.
Ok thanks, I got it.
Cursiver
09-23-2007, 10:27 AM
omg how do u get the beta
Cursiver
09-23-2007, 10:28 AM
i want it sooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooooo oooooooooooooooooooooooooooooooooooooooooooooooo
bad
Darth Axel 007
10-02-2007, 09:32 PM
It's the roboblitz ed which is extremely limited in the first place an not the full sdk which will be with gears and ut3.
It's cool that your making a prototype map now, should be easy to port it to Gears... thus far I have only made paper designs of my levels...
I tried to use the Roboblitz editor recently, but had a hard time navigating some of the UI, especially for textures. The whole materials thing was bit odd to grasp.
One thing that was a bit frustrating was that just doing 'Ctrl+S' to subtract did not do anything... I got the yellow BSP box but no textures.
well not to take to much time I'll make a long story short. Has Unreal Ed become an additive space engine now or can one still make maps using the old school processes of previous unreal engines... ?
Kronos
10-09-2007, 05:35 PM
well not to take to much time I'll make a long story short. Has Unreal Ed become an additive space engine now or can one still make maps using the old school processes of previous unreal engines... ?
UnrealED now actually has both abilitys, you can start your map as an addative map or a subtractive map.
KIWIDOGGIE
11-07-2007, 05:55 PM
I like what I am seeing, Nice work. Keep it Up!
Very ncie work, and the 3ds max modeling looks very clean and promising.
Darth Axel 007
11-12-2007, 05:10 PM
Ok guys, sorry, I've been really busy. Anyway, I just copied and pasted everything from the roboblitz ed into the gears ed and it worked [thanks Lee Perry]. Perfect scaling as well. first map is almost complete.
p2xelgen
11-12-2007, 05:53 PM
LOOKS GOOD.
I plan I doing a gears map, but I want to get UT3 with the tut vid first. I might be better suited to this style of game... ;)
TheDarkAlly859
11-14-2007, 12:44 AM
Excuse my laziness for not checking the other pages, but is there a release for this? If so where may I download? And if not, when can we except the beta release?
Darth Axel 007
11-14-2007, 04:31 AM
Yea, expect beta in less than a week, I'm posting pics tomorrow, the map currently looks 5 times better than those alpha screens from roboblitz.
Darth Axel 007
11-14-2007, 02:08 PM
I'm going to post the beta of this map tonight, looks like it. Need help testing it, I'm pretty much finished with Theater, just need testers. Looks like it will be a while before the other maps are completed; don't have much time.
I can test if you want, hit me up on msn, altopowder@hotmail.com =)
Darth Axel 007
11-14-2007, 10:59 PM
Finished, any beta testers send me an instant message on my aim account: moh93m
p2xelgen
11-15-2007, 12:52 PM
Can wee see some pics using the GoW engine
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