Sniper's Paradise-UnrealEd Mapping


Mapping
Before you begin you will need to download and install the UnrealEd patch. Once you have it installed, start the editor.

When you load the editor, it should look like this:

Editor

- Controlling the editor camera

Hold down the left mouse button to go forward and backward, and to look side to side.
Hold down the right mouse button to look up and down.
Hold down both mice buttons to go up and down.

- Creating a room

Now to create your first room. Right click the icon that looks like this Cube Properties and set the options Height, Width, and Breadth to 512, then click Build.

A red wired frame ( this is the brush) should have appeared in the 4 boxes of the editor. When that is done, click the Subtract button Subtract The editor default texture should have been applied to your cube.

- Texturing a room

You'll now want to apply some textures to it. To do this, open the texture browser by using the drop down arrow in the browser. Then, find a texture pack you would like. Opening a texture pack is pretty straight forward; you just click Open, then double click on the texture pack you want. For this example, let's use Crypt2.
Texture Browser

No go back to the box you just created and select all the walls of your box (don't select the roof or floor). To select multiple walls, hold down control (Ctrl), and click on each of the walls, from inside the box. You'll need to turn the camera around to do this. Once all are selected, go to the texture browser, and find the texture you want for the walls. To do this, click the down arrow, to the right of where it says "All". A list should drop down; select "Wall". Once you have done that, click on the texture that you want your walls to be. Choose the texture "Crypt2.Wall.cHiWal3b"

The texture should now be applied to your walls. Do the same with the roof, and floor, but choosing different textures of course.

The textures will need to be scaled since they look incorrect on the walls. First of all, select all the textures you are going to scale, and right click on any one of them to bring up the properties. At this time the "Effects" tab is chosen by default, click on the "Scale" tab. In the "simple scaling" menu use the drop down arrow and set it to 2.0 to double the size of the texture.

Your room should now look like this:

Textured Room

- Adding a light

Your room will need a light now; otherwise you literally won't be able to see a thing.

To do this, right click anywhere in your room, and click "Add light here". Move the light to the top of the room, using the top right view box of the editor. Simply click on the light, hold down Control, and drag the light to the top.
Adding Light

- Adding a spawn point

The next thing you'll need is a spawn point, so you can actually play your map. This is another simple step. First, load up the Actor browser. Once you have done that, click the plus symbol next to where it says "Actor". This should expand it out, and give you a lot of options. Don't worry about most of them, seeing as you won't really use many of them. For now, expand "NavigationPoint", and click "PlayerStart". Locate your room in the bottom left viewpoint of the editor, right click on the floor, and click "Add PlayerStart Here".

Note: Maps usually need a minimum of 10 or more player starts so that players can spawn in safely. Be sure you spread them out in a map and adjust them so you dont spawn in looking at a wall.

Class Browser

- Adding weapons

Now, before we play the map we will need to add a weapon.

Open up the Actor browser again, and collapse the "NavigationPoint" area. Expand the section called "Inventory" then "Weapon". Select the weapon you want to put in your map, and then minimize the Actor browser again. Just like with the spawn point, right click on the floor of your room, and then click "Add -whichever weapon you chose- Here".

- First test

After you've done all of that, your map should look a little bit like this:

Player Start and Weapon

The map is almost ready to test. But first, there are a couple of things you need to do. First of all, you need to "Rebuild" the map. To do this, click on the "options" menu or use the "F8" key to bring up the rebuilder menu.
Rebuilder Menu

When you have that box open, click "Rebuild Geometry" at the bottom left corner.
Now, go to "File" in the top left, and go to "Save Level". Call the map something like DMTest.
Close down the editor. Load up Unreal, start a botmatch, go to DeathMatch, find your map, and see if it will run. The room will be rather small but you can add to it and make rooms and connecting hallways by chaning the size of the cube brush and subtracting the brush, texturing the walls and adding light.

If you did everything correctly, your map should look something like this:

First Room

Hopefully this little tutorial will help you in your mapping efforts.

Spam Killer

Back To Top
2005 Sniper's Paradise
All logos and trademarks are properties of their respective owners.
Unreal™ is a registered trademark of Epic Games Inc.
Privacy Policy
Website by Softly
Powered by RUSH