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How do you great mappers work on big maps?

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  • replied
    Originally posted by NiTrOcALyPsE
    It is possible to create multiple files and then put it all together via cut/paste. It can save massive amounts of build and load times. However, it depends on how the map is layed out.

    For example, there was a map from UT99 called AS-Planeshifter, and it consisted of seven or eight seperate worlds. Each world was far away from any other, and each had it's own distinct characteristis, you had to teleport from one world to the other, it was a really fun map that weighed about 14 megs, which is pretty big for any UT99 map. In a scenario such as this, you can easily build each world in it's own map file, then copy/paste them all into a single map and script it together.

    The more difficult scenario is if you're constructing a single world while using multiple map files. You'll have to be really careful what gets placed and where. Either way, it is possible, but liek DajMasta said; planning is vital.
    Ypu have a link to that map. It sounds interesting. I am planning on using warpzones in map to get around the base faster. They will look like doors lieading to a never ending white hallway like in the Matrix: Revolution.

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  • replied
    It is possible to create multiple files and then put it all together via cut/paste. It can save massive amounts of build and load times. However, it depends on how the map is layed out.

    For example, there was a map from UT99 called AS-Planeshifter, and it consisted of seven or eight seperate worlds. Each world was far away from any other, and each had it's own distinct characteristis, you had to teleport from one world to the other, it was a really fun map that weighed about 14 megs, which is pretty big for any UT99 map. In a scenario such as this, you can easily build each world in it's own map file, then copy/paste them all into a single map and script it together.

    The more difficult scenario is if you're constructing a single world while using multiple map files. You'll have to be really careful what gets placed and where. Either way, it is possible, but liek DajMasta said; planning is vital.

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  • replied
    planning, some of my lack of planning and noobishness cost me WEEKS on my current map.

    Mostly when dealing with terrain....

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  • replied
    I usually carve out the "skeleton" of the map when indoors and outdoors I usually make the terrain with most details and then concentrate on everything else...

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  • replied
    Groups, put the bases, lights or whatever into indvidual groups and then you can turn off (hide) a particular group at will.

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  • replied
    i'd create everything in one map. then if you're finished with the first part you can hide all the actors (the eye buttons on the left toolbar) so its easier to focus on the next part. :up:

    but well, you could do it the other way by using copy/paste, but i think its harder to make the parts fit afterwards.

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  • replied
    I don't think so....

    What you should do is carve out your map as one big BSP room, then add the terrain/BSP brushes to get the flow happening, and then focus solely on one base, then focus soley on the middle, and then the other base. That way you don't have to manage it all at once, but you don't have troubles getting all your hard work to fit together.

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  • started a topic How do you great mappers work on big maps?

    How do you great mappers work on big maps?

    I am going to attempt my first map ill release. It will be VCTF, and i was thinking of using multiple files. 1 for the red base, 1 for blue, and 1 for the mid area of the map. Am i able to just select everything and copy it into another file and put it together when im done?
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