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Labrats!

HOT
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Created 9 years ago
by Deleted User
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33,030 views
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The Last of Us
Location: scotland
Date Registered: 28 September 2013
Last active: 3 days ago
Posts
1,464
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Zombie Colossus
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UGX V.I.P.
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smasher248's Groups
Donator ♥ Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum.
UGX V.I.P.
UGX V.I.P.
Community Mapper Has released one or more maps to the UGX-Mods community which have been added to the UGX Map Manager.
BO3 Modtools Alpha
BO3 Modtools Alpha
This user has access to the Black Ops 3 Modtools Alpha
smasher248's Contact & Social Linkssmasher248smasher248
The attitude I am picking up on is the "I tried. It didn't work. Idk what more you want. It is fun for me." type of attitude. You need to realize that just because you had fun and it was fun making, doesn't mean it will be fun for others. I think everyone should rate their map against an Early UGX release, say Cabin or Comosea (if those names are right). How does your map compare to those? Is it as detailed? Can someone reproduce your map easily?You can't forget the most important part of a map, the map itself. It is a trend of the new users."I want bo2 weapons, bo3 weapons, panzer, staffs, etc". Those make a map great, but you can never polish a turd with those features. You will get over it eventually and learn. I did the same thing, even made a maze map. I never released it because I couldnt answer those questions or compare it to an early UGX release.

For a more obvious answer is basic geometry. Is your map all rectangular or box? How many textures are you using for grounds and ceiling? Are you using patches and brushes, or just brushes? Do you alpha blend? do you have elevation changes?

All explained in BJJ tutorials. If you look at my maps, the one that had gotten me "mapper status" was my "Ode to BlackJackJohnny" compare that to my first release "Junkyard". You will see how I went from boxmap to an actual map.

nate ffs leave it be now

 
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