[T:V] Post pics of the maps you are working on...

bLiSS said:

Just a suggestion: one of the things I noticed about many of the user-made maps for T2 was that most of the structures were way too high. It looks to me that without a big disc-jump or an energy pack, a med/heavy wouldn't be able to reach the top of those buildings from a standing position at the base. T:V is much more ground/ski based than the previous two Tribes, so the buildings should either be alot smaller, or easily accessible by the mountains around it.
 
As far as T2 maps go, the only ones I would really like to see are:
-Damnation
-Minotaur
-Titan
-BeggersRun
-Feign

Now that you can choose your spawning location, it would make them 2x better. :)
 
How about someone go off the tracks and try to remake maps from different games? Maybe make a remake of Tokara Forest or Phobos? (Both UT2k3.)
 
Fraggy Poo said:
Like mentioned beforehand, I want to see T1/T2 maps that look much younger then their older counterpart.

Examples:

Raindance with a full river in the ravine, maybe also with puddles around the bases. Perhaps with another tower that fell down before the "T1 raindance" took place.
Or Stonehenge with a huge Mayan Ziggarat and totem poles around the bases. Just think of the grapple possibilities...
Perhaps a version of Bloodbath before the tribes "hollowed out" the inside (kinda like how cavern looks maybe?). Just suggestions on cool retro maps.

On Canyon Crusade, have sparse areas of vegetation with maybe a small oasis near the bases?

Anyway, I really look forward to some user made maps.

:ftard:
that would ruin the map
 
Nomble said:
How about someone go off the tracks and try to remake maps from different games? Maybe make a remake of Tokara Forest or Phobos? (Both UT2k3.)

i would love to see some other maps from games snuck in these upcoming packs and as a vet t1-er, highly encourage ut2k3 and 4 mappers to get their stuff out there.

we need some new blood in the tribes community, new ideas..
 
xpdnc said:
i have no idea how to use maya or 3dsmax, so no mapping for me

1. you dont need to be able to model to map. the editor itself is fully functional for making "bsp" brushes which is the same type of thing worldcraft was for making bases in t1/t2.

2. there's nothing stopping you from learning
 
Calder said:
It would give a little speed boost if it was just like a quarter the height of the ditch.

not on a heavy it wont
and thats who uses that part of the map
the base is wider then you would want to, it would slow you down to much. and a quarter of the ravine in rd would be like 2.5 heavies
im not trying to siht on your parade but i think it would just screw up one of the best t1 maps
i think sb would make a good t:v maps with some tweaks, esp since you can select where you spawn (no more hating life cause you spawn at the tower while you are on D)
 
Its very very easy to make maps in T:V... alright? Basically you make a greyscale bump map like you did the same in t2. (Theres some very easy programs to do this for you) then you can make bases with giant blocks and textures them, its just like worldcraft in T:V. I can use 3ds, but I havn't felt the need to yet and unless you want your base to look like unreal and not tribes I dont see why you would need that super extra detail.
 
This is gona be primarily a Arena map. Its a cross between Safe Warm Place and Arena Under the Hill. Its no where near being done yet, but the all the basic architecture is done. None of the lighting or texturing is done at all.

BooTutswh.jpg
 
Nomble said:
I don't suppose you know where a good tutorial is? I want to use T:ED badly but burst into tears at it's lack of simplicity.

http://www.planetunreal.com/architectonic/first_level.html <-- getting started tutorial

http://www.masteringunreal.com/ <--- 3dbuzz video tutorials

http://udn.epicgames.com/Two/WebHome/ <-- epic's unreal dev network info stuff

http://udn.epicgames.com/Two/TerrainTopics/ <--- terrain specifc stuff

http://wiki.beyondunreal.com/wiki/ <-- mostly scripting oriented

http://developer.nvidia.com/object/nv_texture_tools.html <--- dds plugins for ps
 
I'm remaking Dangerous Crossing. Modeled the base in Maya..have the heightfield..just need to put it all together and be able to play in it (retail).
 
Santa said:
I'm remaking Dangerous Crossing. Modeled the base in Maya..have the heightfield..just need to put it all together and be able to play in it (retail).

I was just thinking that alot of the old T1 Cluster maps will be interesting with the new improved repair pack.
 
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