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Forum: All Forums : Call of Duty
Category: CoDUO Mapping
CoD United Offensive mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: How do you work together on a map
ferdinandes
General Member
Since: Jul 22, 2005
Posts: 54
Last: May 9, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 10:22 am
Hey, i had a question.

how can you work with more people on 1 map.

Do you need to use prefabs??

Please help me.

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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 10:26 am
In UO Graydiant you can all work on a seperate layer. So you only have to send the layer to the person putting the map together, if I'm not mistaken (I don't make maps for UO)
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Ol_Sniper
General Member
Since: Dec 4, 2004
Posts: 308
Last: Nov 28, 2008
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Level 5
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 10:51 am
Caretaker, curious question...are you making maps for any games right now?

I ask because I am having a blast with Graydient BUT with the slow--- methods of IW, COD might not be around forever and I ask myself, "what other games can I map for?"

Of course, since I am a neophyte, it will be hard to get players to want to use my maps.

I tried making golf courses for MS Links games but there are some phenomenal designers there, so that fizzled.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 11:00 am
Ol_Sniper writes...
Quote:
Caretaker, curious question...are you making maps for any games right now?

Only CoD at the moment

Quote:
I ask because I am having a blast with Graydient BUT with the slow--- methods of IW, COD might not be around forever and I ask myself, "what other games can I map for?"

I think CoD will be arouind for a while, especially as long as IW doesn't release the editor and the needed patch for CoD2. Look at a game like SoF.. it's still around.. MOHAA too...

There are SO many games you can map for.. ranging from FPS games like Quake, Cod etc. to RTS games like Warcraft (starcraft game with an excellent editor). to racegames...
I'm having high hopes for the new CryTek engine and I do hope an editor will come along with it.

Quote:
Of course, since I am a neophyte, it will be hard to get players to want to use my maps.

So what? even if one person plays your map and enjoys it, it's worth it.

Quote:
I tried making golf courses for MS Links games but there are some phenomenal designers there, so that fizzled.

And there aren't great CoDUO people out there? Just make maps, and don't worry too much about what other people are bringing out. It's YOUR map.. not theirs.
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ferdinandes
General Member
Since: Jul 22, 2005
Posts: 54
Last: May 9, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 01:04 pm
The_Caretaker writes...
Quote:
In UO Graydiant you can all work on a seperate layer. So you only have to send the layer to the person putting the map together, if I'm not mistaken (I don't make maps for UO)


How does the layers work?

if I work on layer 1 and other is working on layer 2
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 01:05 pm
Try it.

Layers work... as layers.. whatever someone does in his or her layer stays in that layer, so it does not (directly) affect the rest of the map.
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ferdinandes
General Member
Since: Jul 22, 2005
Posts: 54
Last: May 9, 2009
[view latest posts]
Level 3
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 01:20 pm
you mean, i can build now, without saying that i building/mapping on layer1 or layer 2...

just if i want to merge the map with another, how do you do that?

are there non tutorials,for this. It would gladdly help me.
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The_Caretaker
General Member
Since: Jun 8, 2004
Posts: 11625
Last: Jul 7, 2009
[view latest posts]
Level 10
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 01:28 pm
Person A makes part of a map, person B makes part of a map.

Both export it to a .map file and send it to person C.

Person C imports the .map files as "New Layers".

tada.. one map.

you can turn layers on and off by pressing "L". and you know which layer is currently active by the ticked box under a (active).

As for there not being any tutorials... TRY something yourself. I had to TRY this too.

edited on Apr. 5, 2006 09:29 am by The_Caretaker
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supersword
General Member
Since: Jul 28, 2004
Posts: 1989
Last: Nov 22, 2011
[view latest posts]
Level 8
Forum Moderator
Im a fan of MODSonair
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 01:32 pm
I believe Wyatt_Earp touched on this on his UO editor video tutorial.
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WuphonsReach
General Member
Since: Aug 16, 2004
Posts: 276
Last: May 7, 2006
[view latest posts]
Level 5
Category: CoDUO Mapping
Posted: Wednesday, Apr. 5, 2006 02:17 pm
Layers are your friend, layers are your ally, layers are about the only way to stay sane while mapping.

As to how to divy up work between multiple people... what are each of your team members interested in doing. Some folks are good at creating terrain. Others prefer to create building interiors. You will need to have rules and communication will be key. Buildings can easily be done as pre-fabs, just tell your builder that you need a building with a footprint of X/Y (work in blocks of 128u).

Some rules / suggestions:

- Sketch out the map layout in advance.

- Place the bones of the map in first (roads, major buildings, location of key features like flak88s and bases). You don't have to create the building in detail, just create a simplified version using a single brush and give it an approximate shape and apply textures to it.

- Settle on a visual theme and stick with it. Don't pick 100 different textures from 100 different collections to create a single town.

- Section your map into quadrants and place each quadrant on separate layers. Terrain on one layer, buildings on another. Major "dividers" like roads, treelines, map edges and rivers should be clumped into their own layers with a big "hands off" sign placed on them.

- Figure out a way to manage who is working on which layer. SubVersion would work well in this situation (or any other Souce Code Control System or Version Control System).
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