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Author Topic: Unreal Tournament 2003/2004 PE Building & Intersection Level Map in development  (Read 962 times)
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Ballistic Fork

Crustacean
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« on: 03-16-2004 19:54 »
« Last Edit on: 03-16-2004 19:54 »

Hey everyone. Recently, I started working on an Unreal Tournament 2003 Futurama based map, consisting of the PE Building, the intersection infront of it, the river behind it, the misc buildings in between, and the opposing teams base on the other end of the map. I've got everything I need to start working except for some of the most important factors of the entire map itself.

For one, I don't have any detailed all-around schematics for the actual PE Building, so I can't fully start construction of the layout of the entire building until I find any. I've got plenty of resources and reference images to start on individual rooms, but the connections between them and the which-one-goes-where isn't very clear. Anyone who could offer any allaround references to the PE Buildings room layout would be most appreciated, even if all you can tell me is that the main conference room is connected to the loading dock, or the Hydroelectric Chamber is behind the PE building, etc, that sort of thing.

Secondly, I don't know of any base-like buildings surround the PE Buildings, so anyone who knows of any or could think of any base like structures to place on the opposing side of the map, your ideas would also appreciated. As of now, I plan to add the construction field to the front-right direction of the PE building, a few misc. smaller buildings for cover fire, hiding, pickups, etc, and maybe some other, intentionally-misplaced buildings, such as the "Bender building" with the spray painted bender on the blank wall for sniping positions (note the high windows at the top of the building), an abandoned strip bar, a real bar, the Science Convention building, and a few others.

I'm thinking about maybe placing a Mom Corp "under construction" type building on the opposite side, or set the entire map in a post-apocolyptic setting, with large portions of wall blown out of various sections of the PE building, craters in the streets, flaming hover cars, random corpses, etc.

The preproductions specs for the map are as follows but could change for whatever reason:

Building total:
16

Bases:
PE Building- Red Team
Mom Corp Building- Blue Team

Weapons included:
All

Scenario:
Post Apocolyptic (maybe)

Environment:
Outdoor & Indoor

Custom Static Meshes:
Yes

Custom Textures:
Yes

Anyone who can help out in this project will receive credit where it is due and when the map is released. So far, I've only seen a few other people make their own map mods for games based on Futurama (that one Halo mod, a few other smaller additions to the older UT games), but no one has really made (and completed) a real, all-around Futurama based map.

The only real UT2003 Futurama based character ever formally released was the UT2K3 Bender Model created by Slyrr, which btw had a great animation system   ;). So I've decided that, if and when the map is completed, I'll start work on either a Leela model, or a Fry model for the game. I've been itching to try out some new ragdolls with the KAT (Karma Authoring Tool). Of course, if anyone wants to announce that they are currently working on a model of the sort, please tell me so I'll know when to crack open a JD    :p .

I'll be using some of the MANY MANY MANY screenshots I took using Fraps from loads of various episodes as detailed realistic references for accuracy as I go, but I just figured it would be better to have some help to fall back on when I needed it most (hopefully), hence this post.

Anyway, I'll keep this thread updated, replies or not, as I progress through the many layers of crap known as work in this project    :) .

Note: This map will also work fine in Unreal Tournament 2004, which was released today  :D.

Btw, glad to be a member...despite the timing...
Nurdbot

DOOP Secretary
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« Reply #1 on: 03-17-2004 04:53 »

I like the sound of this, I can buy Unreal 2003 for 15 quid.
bish

Starship Captain
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« Reply #2 on: 03-17-2004 11:12 »

good stuff. i may have to buy unreal, however i myself am first planning to try and do something similar involving battlefield vietnam.
winna

Avatar Czar
DOOP Ubersecretary
**
« Reply #3 on: 03-17-2004 11:47 »
« Last Edit on: 03-17-2004 11:47 »

Robo Arms Apt.  is in the local vicinity of the PE building... and I suppose you could make it a stretch, but Madison Cube Garden would be somewhere around there, I think the apartments are by far closer though.  Anyways sounds like a cool project.
sheep555

Liquid Emperor
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« Reply #4 on: 03-17-2004 14:43 »

 
Quote
Originally posted by bish:
good stuff. i may have to buy unreal, however i myself am first planning to try and do something similar involving battlefield vietnam.

I am presuming Ballistic Fork is doing the smart thing and modelling in 3D Studio Max or similar (it's what the developers do...depite what they tell you). If this is the case you can simply take the DXF file and import it into whatever game you like. From then on it's simply a matter of editing tags etc.
Ballistic Fork

Crustacean
*
« Reply #5 on: 03-17-2004 17:28 »

I'm actually using Unreal Editor 3.0, KAT, and MAYA PLE  :) (all which came from the game's Extras Disc).

Unreal Ed allows me to scroll through automatically-detected texture, animation, sound, music, prefab, static mesh, and Actor Code imput libraries all in one window, while in the main viewports, I can make a HUGE skybox setting and texture it in literally under 5 clicks of a mouse  :). As for imported static meshes (such as particular viles, beakers, ladders, misc details proprietary only to Futurama, etc) I may use 3DS Max. The only problem with that is that I have to rescale everything to a VERY picky 0.02 (I think) scale-based  mesh, model, and prefab engine, and doing so requires detailed knowledge in 3DS Max, which is at my disposal none the less, but isn't something I'd like to endever upon. Either way, I suppose I'll have to eventually :\.

As for local buildings, a Robot Arms Apt. Building (with possibly the surrounding detail buildings excluded) will probably serve as a sniper tower for anyone who's willing to cut across a wide, out-in-the-open bridge way area to make a dash for the elevators which will take the player up the sniping regions of the level.
Anyone who want's to take their turn at sniping will have to risk taking on a fatal close range assault while making a break for the Robot Arms Apt. So, you can either stay and fight, ground force style, or you can flirt with a painfully flak-filled death by making a mad dash across the wide open bridge way with mid-range assault distant surrounding buildings, all so you can get your nice, cosy, French-mentality sniper position.

Now, for all you groundhogs like myself, don't fret over a loss of sportsmanship. Just as Winna suggested, the Madison Cube Garden venue could act as a heavily fortified, multi-level, low down, sniper proof, seige-way for Urban Assault troops, especially Juggernauts.

So, you'd have the PE Building as the Red Base (set on the bottom of the mental map  :)), the Mom Corp Building as the Blue base (set at the opposite end of the PE building in your mental map), the Madison Cube Garden Ground Seigeway (MCGGS) to the left of your mental map, and the Robot Arms Apt Sniper Complex (RAASC) building to the right of your mental map, just opposite the MCGGS. Bare in mind many strategically placed streets and buildings will be intwined in-between all of these.

Sounds like a plan? I like the idea of the MCGGS and RAASC on equally in-between spots of the map, referenced to the Mom Corp and PE bases. Thanks for the suggestions Winna.

Also, as an extra detail, not really ever referenced in Futurama, instant death pits will be placed in certain spots of the streets, so watch out when running chaotically and watching for nearby snipers.

I've finally got something to run off of!
winna

Avatar Czar
DOOP Ubersecretary
**
« Reply #6 on: 03-22-2004 01:38 »

That really does sound awsome.  It's cool you're taking on such a project, but beware there will pitfalls along the way, and it'll probably take forever. 

Tell me when you get done!!!   ;)

(or just give us a progress status every once in awhile  :))
Ballistic Fork

Crustacean
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« Reply #7 on: 03-24-2004 16:55 »

I will, and I plan to soon, it's just that my school work has reall been kicking in lately, and the next update is a rather "detailed" one, so it's taking longer than usual. But I will update none the less.

I should have screenshots and info of the most recent updated before 7:00 EST (its 5:00 here now).
Alliteration

Starship Captain
****
« Reply #8 on: 03-24-2004 20:51 »

I have been playing UT2004 and this idea would make a great assault or onslaught map. MomCorp vs. Planet Express. This is a great idea no matter what gametype it is. Ditto for the Leela skin.
Passing user

Delivery Boy
**
« Reply #9 on: 03-28-2004 12:54 »

Rent Futurama the Game.  It has a very detailed interior of Planet Express HQ true to the series.
Kazzahdrane

Starship Captain
****
« Reply #10 on: 03-28-2004 14:55 »

Yeah, that was going to be my suggestion. Rent the game, then make a video of you running around the building a few times to get shots of all the rooms.
CoG888

Crustacean
*
« Reply #11 on: 03-29-2004 00:57 »

How about this as an idea...
First of all, I have always despised CTF style maps that are not symmetrical, or nearly symmetrical.  That being said, make the blue base be the blue PE building from Fransworth Parabox.  It won't be completly accurate, however you COULD include a warp point to warp to the parallel universe.  Perhaps 3 points at various spots in the city.
NibblerJr

Liquid Emperor
**
« Reply #12 on: 03-29-2004 02:27 »

 
Quote
Originally posted by bish:
 i myself am first planning to try and do something similar involving battlefield vietnam.
Intresting....keep me posted.


Passing user

Delivery Boy
**
« Reply #13 on: 03-29-2004 14:12 »

1. How do you make a video or take screenshots on a PS2?
2. The game misses out the parlour in AOI1.  You might like to include it.
winna

Avatar Czar
DOOP Ubersecretary
**
« Reply #14 on: 04-12-2004 16:25 »

Digital camera?

Or some sort of PS2 emulator might do the trick.........  :rolleyes:
Bay

Crustacean
*
« Reply #15 on: 04-13-2004 07:50 »

You can plug it into your TV via your video recorder
Passing user

Delivery Boy
**
« Reply #16 on: 04-13-2004 11:19 »

Thank you.  I'm curious: what is one and how can I get it?
Paxxer

Crustacean
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« Reply #17 on: 04-17-2004 06:43 »

This sounds great, especially for UT2004. Let me know when its done as I'm eager to play it if you can get it finished.

Also I was gonna recommend playing the Futurama game, because yeah, it will really help with the inside of the PE building.
newhook_1

Urban Legend
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« Reply #18 on: 04-17-2004 08:24 »
« Last Edit on: 04-17-2004 08:24 »

 
Quote
Originally posted by Passing user:
1. How do you make a video or take screenshots on a PS2?
2. The game misses out the parlour in AOI1.  You might like to include it.

It doesn't have the smell-o-scope room either. I think this problem can easily be fixed by making the elevator that goes to the meeting room in the game go up/down additional floors. Also, on the show, there's a door right next to the couch in the TV room; it's also missing from the game and would probably be a good place to put the entrance for the parlour.

Hope this helps, looking forward to playing your level.  ;)
Lucky Clover

Bending Unit
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« Reply #19 on: 04-17-2004 08:42 »

I don't get it..
deathknight

Crustacean
*
« Reply #20 on: 04-19-2004 09:04 »
« Last Edit on: 04-19-2004 09:04 »

 
Quote
Originally posted by Lucky Clover:
I don't get it..

What is it you dont get and I shall try to Clarify.
********************************************
Iv just started making maps for q3. I can whip them up in MAX in 3 days or so. Was trying to the simpsons house but Futurama is intruiging. I may be in Australia but I also may be able to help.
I can prob do low poly modeling of some characters in MAX if u wanna use them. Any props u need ect. Try also looking for texture packs similar to futurama that u can use- Bright colours and plain textures- Flat shade EVERYTHING!
Personally, dinna worry bout the insides too much or you will be lost for ever- or delegate some work to other people.
Sounding sweet but-
Include some vehicles and your halfway there   :cool:

oh and email me if you need anything
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