Author Topic: H.Q. Example Map - Editor Information.  (Read 3511 times)

CraftyReaper

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H.Q. Example Map - Editor Information.
« on: March 06, 2014, 10:08:27 PM »
The main example map is TD05_HQ and contains all of the level. However there are broken down sections to allow you to see how it was laid out and what goes where, along with mode layouts.


BUILDING (HQ)


TD05_S_Structure (Helps us see how the main building was structured)

This contains the entire concrete structure of the HQ including Glass and a lightmassimportancevolume


TD04_S_Exterior (Shows how the exterior was laid out)

This map is the exterior area of the HQ level.

Contents= Static Meshes,Prefab Security Cameras,DecalActors,PointLight,LightMassImportanceVolume,InterpActor (Mountains),SpotLights


TD04_S_Atrium (Shows the Atrium layout)

This is a part map of the HQ level featuring the Atrium Section (Reception)

Contents = Static Meshes,Lightmass Importance Volume,Spotlight,PointLight,DecalActor.


TD04_S_Floor1 (Shows how floor 1 was laid out)

This map holds floor 1 of the HQ level.

Contents= Static Meshes,PointLight,LightMassImportanceVolume,SpotLights


TD04_S_Floor2 (Shows how Floor 2 was laid out)

This map holds floor 2 of the HQ level.

Contents = Static Meshes,PointLight,LightMassImportanceVolume,SpotLights


TD_04_S_Garage (The garage section layout)

This is the garage area of the HQ.

Contents= Static Meshes,Spotlights,PointLights,LightMassImportanceVolume,Security Camera Prefab,DecalActor


TD05_S_SideBuilding (Side building layout)

This is the sidebuilding area are of the HQ.

Contents = Static Meshes,Spotlights,PointLights,LightMassImportanceVolume,DecalActor



FEATURES



TD04_S_Doors (Shows the door layout)

This map features prefabricated doors laid out in what seems to be the positioned they would be inside the HQ map.


TD04_S_AmbientAudio (Helps see how Serellan laid out their Ambient Sounds)

AkAMbientSound layout for the HQ along with the TDAudioAmbientVolume layout.


TakedownEntry (An early Mesh or texture sizing example - guess?)

A fairly empty level containing several static meshes with sizing textures & a PlayerStart.


TD_Audio_Persistent (Unsure what this does - Something with Audio)

This map is empty of objects.


TD_04_S_FX (Shows us the tree layout)

This Map has static meshes of trees laid out as per the HQ level.


TD04PC_S_Trees (Shows us more trees laid out

This map show us static meshes of more trees laid out


TD04_S_Glass (Helps us see how the glass was laid out and triggered)

This map contains all the breakable glass for the HQ level.


TD04PC_S_Rigid (Lets us look at some rigid body examples)

This map contains a few static meshes that have rigid body physics applied.


TD04XB_S_NonRigid (Lets us look at some rigid body examples)

This map contains a few static meshes that have rigid body physics applied. (Unsure due to the NON part of the filename.)


TD04PC_S_Art (Shows us the Art Layout)

This map was confirmed as a junk file by MarkN pf Serellan so best to ignore as it can cause crashes in the editor.


TD04XB_S_Art (Shows us the Art Layout)

This map contains the animated wall art from the HQ level.



MODES



TDD04_S_attdef (Layout for Attack & Defend) ( this has two more varients)var2,var3.

A look at the attack & defend mode setup.

TDD04_S_bombdisarm (Layout for Bomb Disarm)

A look at the Bomb Disarm mode setup.

TDD04_S_lastman (Layout for LastMan Standing)

A look at the Lastman Standing mode setup.

TDD04_S_mission (Layout for Mission)

A look at the Mission mode setup.

TDD04_S_mission2 (Layout for Mission2 not sure how this differs.)

A look at the Mission mode setup.

TDD04_S_tangohunt (Layout for TangoHunt)

A look at the Tango Hunt mode setup.

TDD04_S_teamdm (Layout for Team DeathMatch)

A look at the Team DeathMatch mode setup.
« Last Edit: March 07, 2014, 03:15:33 AM by CraftyReaper »

 

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