This section covers general planning, layout, gameplay and flow: map design as an overall whole.
- Map Planning
- Map Design
- Map Flow
- mapping for gametypes
- Adding Polish To Maps
- Map Atmosphere – Comparison between maps' atmosphere between UT and UT2003
The technical specifics of creating the world. BSP, terrain, static meshes, skyboxes, PlayerStarts. For a gentle introduction to this, follow the Mapping Lessons. The technical concepts involved are explained on Unreal World.
- UnrealEd Interface – articles on the Wiki should explain as they go, but here we have the full reference for working with UnrealEd.
- General Scale and Dimensions
- Building with CSG
- Building with Static Meshes
- Map Optimization – use of zoning and antiportals to get the best performance
Using textures, lighting, materials.
Pathing, jump spots, doors...
Realisticness, triggers, custom components, interactivity...
- Moving Parts (Movers)
- Making Liquids (UT): Making Water, Lava, Slime etc
- Rising Water (UT): Rising water
- Rising Water: Rising water in Unreal Tournament 2003
- Fluid Surfaces
- Making Liquids
- Glass and windows
- Blood Effects
- [Electrical Storms]
- [Bent Space & Escher Worlds]
- Making an Interpolation Path – How to set up the camera for your own UT cutscene
- Static Mesh
- Building With Static Meshes (needs work)
- Static Mesh Modeling
- Static Mesh Package
- Static Mesh Ideas
- Actor Overview – adding actors and setting their properties
- Preflight Steps
- Embedding Code or other packages into your map
- [Using the Console]? – Getting at some additional functionality using the console.
- Gimbal lock or, why rotation in UnrealEd doesn't always do what you want it to.
- General Scale and Dimensions
- The Snap to Grid feature
- UnrealEd tips: add any general tips here for now!
- [Break the Hierarchy]? will write about this later... —Tarquin
- Basic Procedures
- MyLevel Package
- Mapping Tips
- Make sure you've done everything on Mapping Checklist before releasing a map
- Terrain – Making Landscapes
- Decorating Rooms with Textures
- Texture Topics
- masked textures
- Import The Texture
- Texture Import And Export
- UDN's [Unreal Tournament 2003 Level Design and Art Links]
- [3DBuzz] has DivX5 encoded AVI movies on most mapping topics. Free registration with valid email verification is required.
CorDharel: I always wanted to know: Do I have to know how to work with actors if I don't map and just code? Or did I oversee the page where this is described for coders? If you are a coder, can you map?
EntropicLqd: There isn't much you can do in code without working with/touching on an Actor. Every object the player can interact with is an Actor (at least I can't think of any exceptions off the top of my head). Also, just because you can write great code doesn't mean your maps will be great, or even that you'll understand everything you need to do to make them. I can write mods for Unreal Engine games pretty easily. I have no idea how the new materials/texture stuff works in UT2003, and my maps are generally pretty awful. In the next version of the Unreal Engine I'm fully expecting to not even be able to build DM-OnNoNotAnotherCube.
MythOpus: I am a mapper myself and I work with actors ALL the time. However I don't know a lot about coding and if you have to end up coding and actor its probably because your trying to make something advanced. I generally do not have anything to do with coding. I just place and actor, and change its default properties.