View Full Version : Devestation Level Editing
Well, after playing the devestation MP demo I have decided to stop making levels for UT2k3. images/icons/grin.gif
I had just gotten into messing around with the new editor and now this gem is coming out. Frankly speaking, their mp levels are what I have been wanting to do for UT2k3; loads of interaction, tons of blowupables, gritty urban environments, a ****ing use key finally. images/icons/grin.gif
So how many of you will convert to Devestation?
Personally I've been all around disappointed with UT2k3 so I wasn't super-enthusiastic about modding for it. As for Devestation? BRING IT ON! images/icons/grin.gif
Gideon
03-21-2003, 04:54 AM
I'll probably check it out. I'm just waiting for Duke's Enormous Tool™ That's the main tool I wanna get my hands on. haha... pun intended. images/icons/wink.gif
smattbac
03-21-2003, 07:11 AM
I might if I like the game (demo downloading graemlins/tinyted.gif )
images/icons/smile.gif
I'm not so enthusiastic about modding for UT2003 either anymore. I want a different type of game, with single player(!).
NutWrench
03-21-2003, 11:17 AM
I'll probably stick with UnrealEd 2.0 until DNF comes out.
Bruce Hamilton
03-21-2003, 06:04 PM
Originally posted by Mr3dmax:
That's the main tool I wanna get my hands on. haha...<font size="2" face="Verdana, Arial">I will give up my tool when they pry it from my cold dead fingers!
Daedalus
03-22-2003, 06:45 AM
Originally posted by Tip:
So how many of you will convert to Devestation?<font size="2" face="Verdana, Arial">Me not. I will stick to UnrealEd 2.0 and geometry only (*.t3d exported maps), because the rest is ignored anyway when porting unreal maps to DNF.
All the interaction and extra stuff of Devastation can't be ported to DNF anyway, so which difference does it make whether you design maps in Unreal, UT, UT2003, U2, Deus Ex or Devastation?! As said above: you can port the static geometry only. And you can design geometry with ANY UnrealEd.
However, I understand that you like designing maps with Devastation's version of UnrealEd, because you can add all the interaction and extra stuff. But the thing is that your maps are "Devastation-only", because they would lose all their interaction in the moment when you export and import your Devastation maps to DNF.
So it really makes no difference.
Sometimes it even is easier to design maps with the old UnrealEd 2.0, because you dont' have all the interaction stuff and can fully concentrate on geometry only. And later when DNF is released you import your maps and add all the cool interaction stuff, textures, sounds, etc. which you will find in Duke Nukem Forever. images/icons/smile.gif
smattbac
03-22-2003, 10:15 AM
^Not everyone is making maps/mods just to "get ready" for DNF... images/icons/rolleyes.gif images/icons/smile.gif
Originally posted by Daedalus:
All the interaction and extra stuff of Devastation can't be ported to DNF anyway, so which difference does it make whether you design maps in Unreal, UT, UT2003, U2, Deus Ex or Devastation?! As said above: you can port the static geometry only. And you can design geometry with ANY UnrealEd.<font size="2" face="Verdana, Arial">...
...
I'm speechless...
Do you really think all of us make maps for the sole purpose of using them in DNF?
Gideon
03-23-2003, 05:47 AM
I'll stick with UT2k3 till DNF comes out. I got Unreal2 but don't map with it. (in-fact I uninstalled it.) I probably wouldn't do anything but play around with DevasteEd just for fun, if that. May not even get it, I'm not fond of tactical shooters.
Duke's Enormous Tool™ is gonna be what I map with for a long time. I'm already planning a highly detailed level for DNF building static meshes, making textures ect. and that's what I'm gonna be doing with my time till it comes out.
Why map with anything but the best?
Daedalus
03-23-2003, 05:17 PM
Originally posted by Tip:
</font><blockquote><font size="1" face="Verdana, Arial">quote:</font><hr /><font size="2" face="Verdana, Arial">Originally posted by Daedalus:
All the interaction and extra stuff of Devastation can't be ported to DNF anyway, so which difference does it make whether you design maps in Unreal, UT, UT2003, U2, Deus Ex or Devastation?! As said above: you can port the static geometry only. And you can design geometry with ANY UnrealEd.<font size="2" face="Verdana, Arial">...
...
I'm speechless...
Do you really think all of us make maps for the sole purpose of using them in DNF? </font><hr /></blockquote><font size="2" face="Verdana, Arial">...
uhhm...I'm speechless, too...
You don't?! images/icons/shocked.gif
Oh well...
DNF will be the coolest shooter with the coolest editing tools ever. Porting maps to DNF is THE way to go... MY way at least, as it seems.
I am a huge 3drealms fan, but a Duke Nukem Forever freak I am not. images/icons/grin.gif
I expect the game to be awesome and I am anticipating it with baited breath, but until it is released I am not too concerned with it.
Anyways, couldn't your time be better spent making fully functioning maps for games that have been released rather than waiting to port geometry into a game with no release date?
Just seems wierd to me I guess. images/icons/smile.gif
Gideon
03-24-2003, 04:47 AM
Originally posted by Tip:
I am a huge 3drealms fan, but a Duke Nukem Forever freak I am not. images/icons/grin.gif
I expect the game to be awesome and I am anticipating it with baited breath, but until it is released I am not too concerned with it.
Anyways, couldn't your time be better spent making fully functioning maps for games that have been released rather than waiting to port geometry into a game with no release date?
Just seems wierd to me I guess. images/icons/smile.gif <font size="2" face="Verdana, Arial">Yeah, I can see where you would think that was wierd, but I want to make a map thats every bit as stunning as any map in the game.
Good maps, really good maps, take time. With the newer engines, the sheer volume of work needed to make a level is daunting. Most maps these days are a "team effort" I don't have a team, I just have me, so anything I can do to get ahead, I've gotta do.
Sure, I'm still pokin' around with UT2k3, but I'd rather invest most of my time to a Duke map. The new engine is gonna blow ut2k3 away.
Daedalus
03-24-2003, 08:01 AM
Originally posted by Mr3dmax:
Sure, I'm still pokin' around with UT2k3, but I'd rather invest most of my time to a Duke map. The new engine is gonna blow ut2k3 away. <font size="2" face="Verdana, Arial">Exactly. Once DNF is out I can import all my geometry into the editor and start to add all the crispy stuff, effects, karma physics and and and whatever the 3DR guys implemented. images/icons/cool.gif
Originally posted by Tip:
Anyways, couldn't your time be better spent making fully functioning maps for games that have been released rather than waiting to port geometry into a game with no release date?<font size="2" face="Verdana, Arial">Fully functioning maps?
Hmm, you have a wrong picture of what I do. I design maps in UnrealEd 2.0, mainly geometry. Then I add so-called "placeholders", such as standard lighting, standard texturing etc. And I add a playerstart, too, for testing purposes to see how my geometry looks in game.
So my maps ARE fully functioning.
I suppose you meant that I don't make complete maps. Well, that's true. As I mainly concentrate on geometry I don't pay much attention to lighting, texturing and putting in enemies, models and other stuff inside, because these things can't be ported (except the lights).
The main purpose of what I currently do is to design the basic layout of my maps. Later when DNF is released I will "fine-tune" my maps and complete my maps with all the features of DNF, such as lighting, static meshes, textures, (enemy) models etc.
So to answer your question: No, I think my time is well spent. It's a cool feeling to make maps for a game which isn't out yet. There's no pressure and you can already make up strategies and plans for future DNF modding projects. images/icons/smile.gif
[ 03-24-2003, 08:06 AM: Message edited by: Daedalus ]
widowmaker
03-24-2003, 08:18 PM
For the un-initiated UT2003 has a "use" key. It is just not utilized beyond the Vehicle Demo.
However clever level designers could make use of it, but that would require a little scripting.
As for making the conversion I am not moving. I am staying with UT2003 until DNF is out.
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