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Please take note! For mod developers working with Unreal Tournament 2003, this documentation is meant to be a starting point for your own explorations into UT2003, not a definitive guide. There will be differences between the documentation here and the product in your hands, and you may have to figure out quite a bit for yourself. Check out the Unreal Tournament 2003 page in the Unreal Powered area for links to community sites if you're having problems. UDN is a licensee support site, and cannot provide technical support or game-specific assistance to end users.
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ExampleMaps |
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Document Summary: A table of contents for all of the Example Maps.
Document Changelog: Last updated by Jason Lentz (DemiurgeStudios), to update all example maps to the 2226 build. Original author was Jason Lentz (DemiurgeStudios).
This document will contain links to Demos and Example Maps. Feel free to create new pages describing a map or to improve the existing ones and link then add links to them from this site.
Click on the link under the particular map section you are interested in to see the doc on that example map. For the actual example maps themselves, you can download them at the bottom of this page if they are not available on the corresponding Example Map page.
For better organization this document has been separated into different types of example maps (Lights, Movers, Volumes, Environmental, Special Effects, Miscellaneous, and Non2110 maps). Some maps may fit into multiple categories so if you can�t find something in one section, check other sections that might be related.
ExampleMapsAdvLighting
This map shows how to create various light effects using different combinations of projectors, staticmeshes, shaders, and lights.
ExampleMapsLightBeams
This map, submitted by a licensee, shows a way to create close to realistic lightbeams with a SpriteEmitter and a Projector.
ExampleMapsTriggerableLighting
Here you can find the basics on how to create triggerable lights and even see how to create a couple of effects including an illuminated path and (coming soon) how to create fluorescent lights.
ExampleMapsComplexMovers
This map shows how to set up complicated movers that work together to create more spectacular effects including a rising-self cealing prison chamber and a roller coaster that uses more than 8 KeyFrames.
ExampleMapsRisingWater (this document also includes maps for the 927 and 2136 builds)
There are two example maps here. The first map shows that it's possible to move WaterVolumes, and a way to move the bottom of a waterfall emitter.
The second map is a small room that fills with water and then drains, but the water surface is a fluid surface that reacts to encroaching players.
ExampleMapsSkyZones
In this document you will see how to create various types of SkyZones using sky boxes, sky cylinders, and sky spheres. It also points out the advantages and disadvantages of each type as well as describes some of the effects that can be achieved with SkyZones.
ExampleMapsCaverns
Here you will see how to create murky caverns quickly and easily using mainly just two terrains.
ExampleMapsLargeWater?
With this map, you see how to create large bodies of water such as a large lake or a sea complete with shorelines, sand, and waves.
ExampleMapsCityBlock?
This map shows a more modern but damaged office interior with standard hallways, office cubicles, more elaborate reception rooms, elevators, views through windows to other high rises, stocked with the typical office fare and furniture.
ExampleMapsVistas?
These maps show a variety of different expansive areas that reveal expansive vistas to show what level of detail and complexity the engine can handle.
ExampleMapsWarpZones
This example map demonstrates how to create such effects as rooms that are larger on the inside than they are on the outside, infinite rooms, and ring worlds.
ExampleMapsTeleporters
Here you will see how to use the various Teleporter Actor propterties to teleport within levels as well as teleporting to other maps. Included in this document are two example maps to play with.
ExampleParticleSystems
This example map shows how to set up a variety of different emitters to create all sorts of cool effects including but not limitted to water falls, sparklers, spot lights, fire, and explosions.
ExampleMapsFluidSurfaces?
This map includes showing how to use the vertex-alpha to create froth.
ExampleMapsSounds
In this map, one can see the various ways in which sounds can be used within your level.
UsingHardwareShaders
This document (from the Technical section) shows how to create your own Hardware Shaders. Note that this example map is not included in the below attachmented files, but it can be downloaded from its own page.
ExampleMapsKarmaColosseum
In this map you will see how to create a variety of Karma Objects ranging from simple Karma primitives, to more complex objects made of multiple parts including KConstraints and destructible geometry.
ExampleMapsBuildingSystems?
In this map the lights, plumbing, and other man made systems can be interrupted by interfering with their corresponding system parts (e.g. fuse box, steam pipes, powerlines, etc.)
The below example maps are for versions of Unreal Ed older than the 2110 build and may not run on an current build of the engine. Their required StaticMesh Package, Texture Package, and Map files are not included in the below downloads. You will have to go to their individual pages to download their relevant files.
EPIC Demo Maps
ExampleMapsEPIC
This document contains a variety of old example maps by EPIC that have been updated for the 2110 build. This document has very little explanantion, but you can play with the downloadable maps which include a matinee map, materials map, a particle systems map, and a sounds map.
KarmaExampleUT2003 (NOTE: this map is for the 2107 UT2K3 build)
This map shows how Karma can be used to create a catapult, swinging door, and a rotating fan with dangling poles.
ExampleMapsSwingingLamp (NOTE: this map is for the 2107 UT2K3 build)
This tutorial demonstrates how to combine Karma, projectors and Emitters all into one interactive effect.
ExampleMapsFluorescentLights (this map is for the 927 build)
This map has 8 realistic TL lights: if you turn them on, they'll first blink for a while before eventually going on. If you give it a sound, the sound will go on and off too. You may have to increase your volume to hear the sound. You can adjust a lot:
ExampleMapsExpandingPool (this map is for the 927 build)
This map shows an expanding pool: when you walk on a trigger, wine starts flowing out of a barrel, and creates the pool on the ground. The pool is done with a Projector with an expanding DrawScale. There's also an emitter for the wine spouting out of the barrel.
Attachment: | Action: | Size: | Date: | Who: | Comment: |
2110EM-StaticMeshes.zip | action | 2909625 | 24 May 2003 - 16:48 | DemiurgeStudios | Staticmesh Packages for the 2110 Example Maps |
EM-Animations.zip | action | 11833 | 03 Jun 2003 - 17:27 | DemiurgeStudios | Contains .ukx files for 2226 build Example Maps |
EM-Sounds.zip | action | 1850786 | 03 Jun 2003 - 17:30 | DemiurgeStudios | Contains .uax files for 2226 build Example Maps |
EM-StaticMeshes.zip | action | 1638641 | 03 Jun 2003 - 17:34 | DemiurgeStudios | Contains .usx files for 2226 build Example Maps |
EM-System.zip | action | 5434 | 03 Jun 2003 - 17:40 | DemiurgeStudios | Contains system files for 2226 build Example Maps |
EM-Textures.zip | action | 25073502 | 17 Jun 2003 - 23:54 | DemiurgeStudios | Contains .utx files for 2226 build Example Maps |
ExampleMaps.zip | action | 12975728 | 13 Jun 2003 - 15:16 | DemiurgeStudios | Contains all Example Maps for 2226 build |
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