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Last Updated: 10/04/2012 at 21:45

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# Consistency of a map

## Or leave the beginner stage.

Whoever you are and whatever you do, you'll want, once you have created your first map, to put it to download around to reap the glory that you right back, I do not doubt it.

Big mistake! The first maps you make are inevitably tests without any quality or anything that will make them attractive. Your first maps will never leave your hard drive, do not even think about in show screens. The question to ask is watching the map "if someone had done this map, do I want to download it?" The answer that you will come immediately to mind is "yes, of course, it is terrible," and so the mapping requires a very important quality: the decline!

Consider an example. When I completed DM-Karalen, I created another map using this theme, called DM-Exar, and had the same type of decoration full of light and detail to no end. Happy with my work, I put at the disposal of users on Unreal-Design. I at that time, totally missed back. Had I taken the time to think about it, I kept my map and could logically deduce that 1) it was another Karalen with another layout, 2) that this new layout was not at convincing, 3) That this map Karalen from behind, she had an air of not only warmed, but in addition, my fellow mappers do feel more attraction they had for Karalen seeing the screens full of details and walls covered with Static-Mesh. I lost perspective and I know. Also, as your map looks absolutely does not map to a level of those that come with the game, do not even think about the broadcast, it will cause an outcry, and ultimately, you will not get it stolen . Simply because, with rare exceptions, is still missing at least one important issue in the maps and new entrants in the world of mapping.

Small clarification: the pretext that the game is called Unreal, some believe they can afford to do anything and say to the critics: "this is normal, it's unreal." The world would be sad if it worked well. Simple, but sad. Because the canvas is beyond evil textured cubes and maps without any work under the pretext of unreality. Missed, if you do this, people irritate you dare to be proud of your creations pitiful, while they rack their brains to make ever more lavish decorations, ever more detailed and full of special effects, and be Frankly, they are right.

## A Theme

Some embark on a plan with the Mapping in the head and already know what to do, do well and can continue with maps of increasingly complex.

I've never met people like that, but I'm sure they exist. Most of the time you open the editor of curiosity or because it tempts you to create a 3D map, only if it is only to show off to your friends / colleagues, saying "The 3D Yes, I am during my free time is a cinch in fact ", and by flooding them with jargon. Most people do that. Others want to recreate a place they know (their workplaces, their apartment etc..) To see how the software works. On the other finally, we imagined a world and want to try to recreate it.

In general, there is a major problem in the creation of the first maps: before the avalanche of textures, sounds, music, statics and other resources by Unreal contains thousands (half of the directory is Unreal occupied by textures, and my repertoire Unreal currently weighs 22.8 gigabytes), it is tempting to find the best and make a map with them. The maps resulting from this approach all have the same problem: They do not have a THEME!

A theme that is what it is? This is a set-Static Meshes, textures, sounds and music giving the impression of unity: eg-Static Meshes of steel doors and textures to metal walls, sounds of metal grinding and music is already a little futuristic techno-futuristic theme. To make a map that identifies what kind of sense of coherence, take a moment to explore a lot of textures and packages-Static Meshes (main elements of a theme), is to find those that match the map we want to do is to find at least one Static package and a texture that go great together and which can therefore be a theme together. Do not take walls boulders and fine wooden doors, nobody will look at your map. The goal of mapping is to give an impression of reality, utility structure: a building in space will not be credible, both realized as it is, because it is not useful to create buildings in space as well as an underground air base would be stupid, unless you do mettiez the building on another planet, and you do mettiez huge ceiling sliding, for example by placing large ceiling rails, wheels, large machines capable of moving huge slabs of steel ... Because otherwise, you break the illusion, and the theme does not.

## Example

Can you tell me what's wrong in the following image?

If your answer is that nothing is wrong and you want the map, drop the mapping, you are definitely not made for.

Except that it is woefully empty, we have three textures of different themes: The concrete walls, a human industrial style, the mosaic floor of Egyptian type, and ceiling of metal grills clean. Nothing is consistent. For Static-Meshes, there are industrial lamps, stone arches type arborea Gen K'ai-Mo and steel pillars and fence type abaddon. No item goes with the other, it does not see what the theme, so there is no theme.
Conversely, look at this screen then:

Pillars, wall panels, soil textures, walls and ceilings are in agreement with each other. There are pipes, son, buttons, this is the techno-futuristic like something! While we can not immediately identify the techno-futuristic theme, because it is not common, for example, or because you did not read the brief description of the map, we feel that it is a unity, that the subject is treated well: It's clean, nothing seems out of a theme opposite.

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