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Published: 2008-03-25 04:45:13 +0000 UTC; Views: 428; Favourites: 0; Downloads: 0
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Description
Download for biggerness!Here is my finished level design project. I kept going with my level that I turned in at midterms because I didn't feel like starting over again because I do not like to design levels at all. And the UnrealEd 2004 sucks balls. Thank Bob Saget and Matt Damon that we are getting UnrealEd 2007 next quarter finally! Whooooooooooooooo! See, I'm sooooo excited about it. xD
I seriously think the best part about what I did that my teacher didn't even look at was my floor plans. Screw him.
And caution signs are amazing, btw.
Static Meshes/textures/art © Me
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Comments: 38
jarod1872 [2008-03-26 03:29:41 +0000 UTC]
Those are some awesome floor plans. I didn't want to say anything at first, but they were my favorite part.
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rageofthematrix In reply to jarod1872 [2008-03-26 03:56:06 +0000 UTC]
Haha, thanks man
I just don't understand why we did all that extra work, and he didn't even look at it...
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jarod1872 In reply to rageofthematrix [2008-03-26 08:52:44 +0000 UTC]
I haven't taken it yet. But I'm totally half assing my floor plans thanks to your story.
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rageofthematrix In reply to jarod1872 [2008-03-26 18:41:41 +0000 UTC]
Yeah, you'll probably want to half-ass your design packet thingy that you have to do for your final in Level Design. I'm taking Adv. Level design next quarter, so I'll keep you posted about that cuz it's the same douche of a teacher, I mean, teacher.
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jarod1872 In reply to rageofthematrix [2008-03-26 22:13:07 +0000 UTC]
Wow. So angry. I appreciate it though.
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rageofthematrix In reply to jarod1872 [2008-03-27 01:09:05 +0000 UTC]
Haha that's me though! bwahahahahahahaha!
And np dude, just trying to help out a fellow GAD student!
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SiathLinux [2008-03-25 16:35:26 +0000 UTC]
Your teacher sucks - they should have looked at the fact that you did floor plans (as games use them for the little map in the corner... duh)
Awesome looking textures and the signs rock
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rageofthematrix In reply to SiathLinux [2008-03-25 19:51:12 +0000 UTC]
I know! I worked hard on everything, too! But whatever...
Thank you! I made most of the textures myself :]
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SiathLinux In reply to rageofthematrix [2008-03-25 20:34:59 +0000 UTC]
oh sweet (on making your own textures )
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rageofthematrix In reply to SiathLinux [2008-03-26 01:32:07 +0000 UTC]
Thanks! I really want to get better at it.
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SiathLinux In reply to rageofthematrix [2008-03-26 03:11:13 +0000 UTC]
Maybe, one day I'll try some stuff like that as that is really what I'd like to learn... (course I have now Idea how to get the levels created in such a way that someone could actually play them)
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rageofthematrix In reply to SiathLinux [2008-03-26 03:59:20 +0000 UTC]
Well, I don't know how many people actually play Unreal online, but I do know that you can get the Source Engine and make levels to play on Team Fortress or what have you. One of my friends in my class make everything in Source, and then exported it out to Unreal. I played the beta of it on TF2, and damn was it pretty sweet.
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SiathLinux In reply to rageofthematrix [2008-03-26 07:18:08 +0000 UTC]
There is a port to Linux for Quake III Arena, but it's only the death match and teams death match.
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rageofthematrix In reply to SiathLinux [2008-03-26 18:43:14 +0000 UTC]
Well, with Unreal, you can make your map into any of the already game types that they have. It's pretty freakin simple, I might add. All what you have to do, for example, for a Deathmatch, put DM-filename, and that's it! lol xD I'ma nerd.
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SiathLinux In reply to rageofthematrix [2008-03-26 19:30:39 +0000 UTC]
So, wait, I could make the map using Blender - creating all of the objects and floors and such and then save all that - export it to .obj (as one unit) and change the filename? (Ok I don't think that is right)
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rageofthematrix In reply to SiathLinux [2008-03-27 01:07:08 +0000 UTC]
I think you could do it in Blender, maybe, but you should probably do some research on that, because I know that you have to export things out in a different way. I do know that if you make anything in Max and want it in Unreal, you have to export it out as an ASCII Scene Export (.ASE), and then import it in Unreal. I know to get things from Max to Source you have to export it out as...something else that I can't remember...xD If my friend who did that had a dA, I'd link you to him, but he's too lazy to get one lol.
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SiathLinux In reply to rageofthematrix [2008-03-27 01:13:30 +0000 UTC]
Blender can export in a lot formats - I'll check to see if they have ASCII Scene Export -
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SiathLinux In reply to rageofthematrix [2008-03-27 07:31:09 +0000 UTC]
Well, it can save as .map (which is Quake 3 Arena level map)
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SiathLinux In reply to rageofthematrix [2008-03-28 07:33:43 +0000 UTC]
Now of course I don't know much about quake 3 map size....
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rageofthematrix In reply to SiathLinux [2008-03-28 21:35:19 +0000 UTC]
I wouldn't know either lol
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SiathLinux In reply to rageofthematrix [2008-03-28 21:54:32 +0000 UTC]
Wonder how I could find out the conversion size from Blender.
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SiathLinux In reply to rageofthematrix [2008-03-29 02:15:56 +0000 UTC]
so is Interwebs the name of the provider you use??
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rageofthematrix In reply to SiathLinux [2008-03-29 02:54:05 +0000 UTC]
Hahaha, no that is just what me and my friends call the internet lol
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SiathLinux In reply to rageofthematrix [2008-03-29 08:53:25 +0000 UTC]
oh ok.. we here in Florida just call it 'the web'
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Kiidkat [2008-03-25 15:14:12 +0000 UTC]
Looks great! Caution signs ARE awesome, I love the way that area with the boxes looks.
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rageofthematrix In reply to Kiidkat [2008-03-25 19:50:17 +0000 UTC]
Thank you! Caution signs make people happy
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