Mapping Multiples Measurements

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=(V)=Kevster
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Mapping Multiples Measurements

Post by =(V)=Kevster »

Hi Everyone

For anybody that likes to map, you must know that finding numbers that are multiples of 2 can be time consuming. This guide speeds things up. Just thought I'd pass this tool along that I created which has map multiples, already laid out for you. I turned a spreadsheet into this PDF reference that saves you the time of finding numbers that contain multiples of 2. Download it and take a look at it. I made this when I was with TUC. Years ago when I was pumping maps out, this guide was so helpful. Hope it's helpful to you as well. :thumbup

Download link below. :crosseyed

http://uploaded.net/file/o9oqitr1
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=(V)=Rurik
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Re: Mapping Multiples Measurements

Post by =(V)=Rurik »

Awesome!
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Hook
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Re: Mapping Multiples Measurements

Post by Hook »

Yeah, I used to use a Cheat Sheet - or do an equation in the size entry box in UnrealEd.
Thanks!
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=(V)iper=
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Re: Mapping Multiples Measurements

Post by =(V)iper= »

The multiples in the basic Ued language is easiest in describing it in increments of 8 actually.

The basic units for all characters in UT measurements are 128 units x 64 units x 64 units. I base my mapping measurements by units based off of this guideline. A typical map I make tunnel area wise is around 512 units by 512 units and just stretch the numbers by there, I memorize what each size looks like using the grid on Ued and what it looks like to the eye when playing, so if you want to learn the best way to make maps clean is by doing every increment of 8. 8, 64, 128. 256, 512, 1024, 2048, 2560, and 5120 are usually the units I use in my maps, if this makes any sense to anyone.

^Stoned^
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KiLLaH
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Re: Mapping Multiples Measurements

Post by KiLLaH »

Viper's right the measurements are based off 8 bits. Once you get the 8 times table memorized you'll be spitting out maps like I used to. Nevertheless, still a great tool Kevster.
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=(V)=Kevster
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Re: Mapping Multiples Measurements

Post by =(V)=Kevster »

You are correct and it makes sense. I've never looked at it that way though. I'll have to try that. Both myself and Badco are long-time mappers and I know that no matter what map you build in UT, you need to use even numbers like 32, 64, 128, 256, 512, etc, or numbers that are divisible by 2. UT does not play well with uneven numbers.

Thanks for the info Viper. :thumbup
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