UnrealEd 3 vs. UnrealEd 2
Mar. 4th, 2006 04:56 pm
Despite this image from the Unreal Wiki (which highlights some all too common problems with the UnrealEd 2), since starting with UnrealEd 3 I've found that it's a major step up. That's probably to be expected as there was a gap of four years between the latest two versions of the editor, but I was still surprised to discover how easy it was to make things that look decent. This is partially due to the emphasis on static meshes - a library of premade objects that you can throw into your map and work like normal geometry. It's a much easier way of making levels, but I can't help but feel it's like cheating a little.
Nevertheless, my resolution is simple - to create a map that doesn't suck. As I have decided to reinstate my Flying Fortress series as my first project, some may argue that I'm heading in the wrong direction already, but thanks to the new system, I was able to stick together a competent-looking platform within a matter of minutes. (It's nothing spectacular, but those who have seen my earlier attempts will surely agree that it's a step in the right direction.)
I think that there's a fundamental difference in the use of the two versions of the editor - the newer one is more complex, but compensates by making things that were difficult before much easier. Some examples that I've discovered this afternoon:
Nevertheless, my resolution is simple - to create a map that doesn't suck. As I have decided to reinstate my Flying Fortress series as my first project, some may argue that I'm heading in the wrong direction already, but thanks to the new system, I was able to stick together a competent-looking platform within a matter of minutes. (It's nothing spectacular, but those who have seen my earlier attempts will surely agree that it's a step in the right direction.)
I think that there's a fundamental difference in the use of the two versions of the editor - the newer one is more complex, but compensates by making things that were difficult before much easier. Some examples that I've discovered this afternoon:
| UnrealEd 2 Method | UnrealEd 3 Method | |
| Making a Jump Pad |
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| Lighting an outdoor map |
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| Decorating a map |
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| Adding weapons |
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no subject
Date: 2006-03-04 06:15 pm (UTC)The emphasis there is more on...not realism because real environments suck for playing on but a kind of pseudo realism where it feels real but isn't quite there. Ain't Easy, especially since the editor seems to be closer to your UR 2 editor.
no subject
Date: 2006-03-05 05:29 pm (UTC)By the way, that looks pretty cool for "a few minutes". Most of my levels seem to start out as a collection of square rooms, and end up relatively uninteresting no matter how I attempt to improve them.
no subject
Date: 2006-03-06 03:15 pm (UTC)no subject
Date: 2006-03-07 12:44 pm (UTC)The story was great though, the ending was good, the vehicles were great, and the multiplayer is Quake3 style and, although it is lacking some things compared to a Quake III Arena + Team Arena combo, it overall has a better feel to it.
The soundtrack was definitely worth it alone.