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DXMP_MJ12_TheDayAfter_R


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jager774
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DXMP_MJ12_TheDayAfter_R - Postby jager774 » 20 Jun 2013, 17:36


Hi!

*EDIT*The map was inspired by Shadowrunner's DXMP_Smuggler_TheDayAfter map.

I havent prepared any long speech or other shet for this so here it is:
DXMP_MJ12_TheDayAfter_R.rar
(1.11 MiB) Downloaded 601 times


Map details:
-Removed the Medical R&D part
-Removed the Robot Maintenance part
-APOCALYPSE


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=
http://youtu.be/mMQCJRqxEL0


Last edited by jager774 on 21 Jun 2013, 17:08, edited 1 time in total.
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Re: DXMP_MJ12_TheDayAfter_R - Postby chin.democ. » 20 Jun 2013, 18:37


Nice work Jager, I've uploaded some feedback.
Attachments
feedback.zip
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Re: DXMP_MJ12_TheDayAfter_R - Postby RedDynasty » 20 Jun 2013, 18:44


Besides the issues that chin pointed out, looks really nice.


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Re: DXMP_MJ12_TheDayAfter_R - Postby chin.democ. » 20 Jun 2013, 18:51


Yes there are some very cool elements to the map, it's always best to edit SP maps to get familiar with unreal Ed and then maybe after a few edited maps completed you should apply what you have learned into a map that you make with your brushwork.


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Re: DXMP_MJ12_TheDayAfter_R - Postby jager774 » 20 Jun 2013, 19:57


Im familiar with ued, i just felt like doing a map like this:P
Thanks for the feedback tho. :wave:


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Re: DXMP_MJ12_TheDayAfter_R - Postby ShadowRunner » 21 Jun 2013, 15:42


Hi Jager,

nice work.

Please be careful with "day after", I have made a lot of maps already called "day after", I hope there isn't mismatch in future.

I've made CMD, A51, Smuggler versions and other versions of maps, with the tag "day after", luckily I have not made an MJ12_The Day After, so there is no mismatch this time.


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Re: DXMP_MJ12_TheDayAfter_R - Postby jager774 » 21 Jun 2013, 17:05


Yep Shadow, i know you made lots of maps with the tag 'day after' themed like this one, i love those:P
thats why i made this one too, inspired by smuggler_thedayafter :D
plus this was my favorite map in SP too :-D
*EDIT*Added credit to you on the original post :-D

Okay so based on Chinny's feedback i fixed those bugs, and some others too(texture misalignment, accidental brush rotation, etc.)
Here it is:
DXMP_MJ12TheDayAfter_Prefinall.rar
Fixed version of the map.
(1.09 MiB) Downloaded 616 times

Pictures of the places mentioned above, from the same spot as Chin sent me the feedback pics:
fixes.rar
Pictures of the fixed stuff.
(278.71 KiB) Downloaded 602 times


And I'd like to share an unresolvable bug on the map:
These nano-door-stuffs:
Shot0044.jpg
A buggy mover.
Shot0044.jpg (65.15 KiB) Viewed 15415 times

I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either :ney:
Any ideas for this one? ](*,)


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Re: DXMP_MJ12_TheDayAfter_R - Postby chin.democ. » 21 Jun 2013, 17:42


Are you absolutely sure they are bhidden and not just sheet brushes, did you zoom right in and see if they are wafer thin sheets?


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Re: DXMP_MJ12_TheDayAfter_R - Postby jager774 » 21 Jun 2013, 17:54


Let me double check that.
*EDIT*Nope.


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Re: DXMP_MJ12_TheDayAfter_R - Postby Vaan » 21 Jun 2013, 23:08


ok just played the map found 2 problems but cant do nice illustrated pics like chinny so will just give crap descriptions instead..

i got stuck in a creater at the bottom of the stairs where the bot bay would be... and i think it would be cool to have med kit and ammo box down there for me to camp would make it more interesting instead of being just a dead end...

and second place i got stuck is where the greasels would be the small area thats bouldered off where i think stairs would of been is very difficult to get out of.. and texture mistake on one of the boulders..


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Re: DXMP_MJ12_TheDayAfter_R - Postby jager774 » 21 Jun 2013, 23:12


I was there too, i've seen you got stuck, yeah thanks for the feedback :wink:


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Re: DXMP_MJ12_TheDayAfter_R - Postby Magus » 23 Jun 2013, 16:10


jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?


I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.


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Re: DXMP_MJ12_TheDayAfter_R - Postby jager774 » 23 Jun 2013, 19:09


:ney:


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Re: DXMP_MJ12_TheDayAfter_R - Postby ~][FGS][Nobody~ » 25 Jun 2013, 18:53


Magus wrote:
jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?


I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.

You can visible all actors (including brushes and movers) by clicking at 'Windows' on the menu bar and selecting the line 'Log'.
After the log window opened, type: set actor bHiddenEd false
followed by pressing enter.
This will unveil all hidden actors.


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Re: DXMP_MJ12_TheDayAfter_R - Postby Magus » 25 Jun 2013, 19:41


~][FGS][Nobody~ wrote:
Magus wrote:
jager774 wrote:I moved the augmentation container which used these movers within the brush,
but i can't select these in the editor
they're not bHiddenEd, bHidden
I did a Select All, it did NOT select these that way either
Any ideas for this one?


I just opened up the map in UEd to try and get a look myself... and I couldn't even see them anywhere.

You can visible all actors (including brushes and movers) by clicking at 'Windows' on the menu bar and selecting the line 'Log'.
After the log window opened, type: set actor bHiddenEd false
followed by pressing enter.
This will unveil all hidden actors.


Turns out I was looking in the wrong place, was trying to judge from the surrounding area where he said the issue was... *facepalm*

Nobody strikes again!


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