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#1 2009-03-01 16:34:37

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

[Custom map] Freeway

Here's a map I made this weekend. It takes place on a small part of a freeway where people drive too fast and too close to each other. big_smile
There's no goal and not much parkour involved either. You can just run around dodging traffic or go surfing on cars, which can be fun for a while. However, the cars don't damage you, and jumping from one car to another isn't possible, unfortunately. At least, I haven't been able to do it.

Screenshots (click for hi-res):
http://img13.imageshack.us/img13/6391/mefreeway1.th.jpg http://img11.imageshack.us/img11/57/mefreeway2.th.jpg
Download: http://www.megaupload.com/?d=LYKT9NUZ
ModDB mirror: http://www.moddb.com/games/mirrors-edge/addons/freeway
Extract the zip file's content into your My Documents\EA Games\Mirror's Edge\TdGame\Published\CookedPC\Maps\SP00 directory. If some of the folders don't exist, make them yourself. You should now be able to play the level by running the game and selecting the Training Area chapter. The map will override but not overwrite the original training level; remove Tutorial_p.me1 from the directory in My Documents and you'll have the original back again (thanks to Blizzard for pointing this out).

Also, for the tunnels to show up properly, use Notepad to open TdEngine.ini (located in My Documents\EA Games\Mirror's Edge\TdGame\Config), find the FogVolumes=False line and replace False by True. Changing this shouldn't have any impact on the rest of the game but you might want to back up the file beforehand just to be sure.

Have fun! smile Feel free to edit it as well, if you'd like. If you have any questions about how I made something, just post here or PM me.

Last edited by Blueberry_pie (2010-04-05 09:11:33)

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#2 2009-03-01 17:06:22

Blizzard
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Registered: 2009-01-28
Posts: 500
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Re: [Custom map] Freeway

Nice!  I haven't tried it yet, but from those screenshots it looks like your cars look better than the default ones.  Did you change anything about them?

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#3 2009-03-02 08:14:14

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

Re: [Custom map] Freeway

No, I didn't change anything. They're just the normal vehicle models that come with the game.

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#4 2009-03-02 09:24:42

IrealiTY
Moving On
From: Germany
Registered: 2009-01-30
Posts: 20

Re: [Custom map] Freeway

LoL the 2nd screenshot looks like a part of Kiew City (Ukrain capital)


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#5 2009-03-02 10:29:46

RandomPenguin
Is a newbie - Welcome to OME!
From: Swedenland
Registered: 2009-03-02
Posts: 3

Re: [Custom map] Freeway

This is pretty nice xD, gets boring after awhile though.
Perhaps if you could extend it a tad bit it would be.. even more awesome xD

either way, thankies for the map


"Who is but the form, following the function of what, What i am is a man in mask" - V

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#6 2009-03-07 13:51:41

Silverhawk
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Registered: 2009-02-26
Posts: 3

Re: [Custom map] Freeway

Thats super!!!
But there are only cars that drive...
How do you make it?

Last edited by Silverhawk (2009-03-07 14:26:55)

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#7 2009-03-08 13:44:35

Raygen
Trainee
From: Netherlands
Registered: 2009-03-02
Posts: 99

Re: [Custom map] Freeway

How did you deal with (or at least circumvent) the fact that you die after a while when playing in editor? Or did you just build and test in-game?

P.S.: Pretty nice map tongue Liked dodging cars for a while, I'm going to add a few extra's to it now ;D

Last edited by Raygen (2009-03-08 13:51:55)


http://filesmelt.com/Imagehosting/pics/7804bfea0c475946198e934b2439e4ab.png
http://img3.imageshack.us/img3/6177/userbar724718.gif

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#8 2009-03-08 14:49:36

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

Re: [Custom map] Freeway

I accepted it. tongue I just played opened the game whenever I wanted to test for a longer period.

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#9 2009-03-14 18:22:38

Sautdechat
Trainee
Registered: 2009-01-18
Posts: 103

Re: [Custom map] Freeway

Man, this game really needs good SDK...

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#10 2009-03-14 23:20:41

Blizzard
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Registered: 2009-01-28
Posts: 500
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Re: [Custom map] Freeway

Sautdechat wrote:

Man, this game really needs good SDK...

Maybe, but I really doubt they'll release anything more official before the sequel.  I'm still waiting to hear back from the developers since the last email they sent...

Is there anything you'd like to do that you haven't been able to?  Or ideas that you have?  I've been doing nothing lately.  >_>

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#11 2009-04-15 16:49:25

inventor56
Is a newbie - Welcome to OME!
Registered: 2009-03-31
Posts: 8

Re: [Custom map] Freeway

Wow sweet job on that map. DICE needs to make an SDK though so then the game can become more replayable.

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#12 2009-04-15 23:59:58

twilightprince1171
Runner
From: Las Vegas holmes
Registered: 2008-08-02
Posts: 250

Re: [Custom map] Freeway

Hey


Man Beast Taijutsu Secret Technique!!!.....WOLF FANG OVER FANG!!!

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#13 2009-04-19 01:46:49

olimango
Is a newbie - Welcome to OME!
Registered: 2009-04-19
Posts: 4

Re: [Custom map] Freeway

Made a short video of your map here: http://www.youtube.com/watch?v=TEhxaXakzxY

Hope you don't mind, I credited you properly.

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#14 2009-04-19 02:51:19

Blizzard
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Registered: 2009-01-28
Posts: 500
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Re: [Custom map] Freeway

Nice, I should try to edit the map and make the cars kill you like the train does (if anyone wants).

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#15 2009-04-19 05:37:16

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

Re: [Custom map] Freeway

No problem, olimango. Someone also uploaded my map to ModDB but it's all fine by me as long as no one claims it as their own.

I was hoping to do some more mapping today, but it turns out I forgot to back up those UnrealED files before formatting my hard drive. And I let my sister borrow my Gears of War CD so now I'll just download UT3 from Steam again. Ah well.
Also, a while ago I noticed that jumping from car to car is much easier when they go half as fast. I don't have the editor on me at the moment, but I think you have to go into Kismet, open one of the Matinee nodes and move the last keyframe to a later time so that the movement takes twice as long. It should automatically affect all cars. I think.

Last edited by Blueberry_pie (2009-04-19 07:28:18)

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#16 2009-04-19 08:22:56

Noone
LOL
From: German part of the North Sea
Registered: 2009-04-19
Posts: 101

Re: [Custom map] Freeway

Blueberry_pie wrote:

Also, a while ago I noticed that jumping from car to car is much easier when they go half as fast. I don't have the editor on me at the moment, but I think you have to go into Kismet, open one of the Matinee nodes and move the last keyframe to a later time so that the movement takes twice as long. It should automatically affect all cars. I think.

There is a better method: right click on the Matinee, Expose -> PlayRate, then link it with a float variable. The float value behaves as a multiplier, eg. 0.5 is half speed and 2 is double speed.
Or you just select the Matinee, in the Properties to the bottom left you can set the PlayRate directly.


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#17 2009-04-19 08:55:08

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

Re: [Custom map] Freeway

I'm aware of the PlayRate setting, but wouldn't that require you to change it for each of the cars? (UT3 hasn't finished downloading yet so I can't try it myself)

Not sure if you've looked at how I made the cars appear, but it's a somewhat hacky method. I couldn't figure out how to make the cars spawn as moving objects during gameplay, so I just placed a whole bunch of them beforehand and let a random car start moving whenever a short period of time passes. When a car reaches the other tunnel, it goes back to its original position (and changes into a random car model) so that it can start moving again later. A bit messy but it works.

Last edited by Blueberry_pie (2009-04-19 09:12:23)

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#18 2009-04-19 09:18:42

Noone
LOL
From: German part of the North Sea
Registered: 2009-04-19
Posts: 101

Re: [Custom map] Freeway

Yes, but it nonetheless has its advantages: Following speed-adjustments will be easier, Matinees with more keyframes will be easier to adjust. But of course editing the MatineeData is easier if you just have one (I don't know your Kismet-Sequence).


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#19 2009-04-19 10:20:35

Safe-Keeper
Novice
Registered: 2008-12-22
Posts: 144

Re: [Custom map] Freeway

Running down a highway dodging cars sounds like a fun part of a larger map. Good work either way smile .

EDIT: after looking at the YouTube vid, it actually looks very fun! Can't download it as I own the PS3 version, but I hope to see something like this in M.E. 2?

Last edited by Safe-Keeper (2009-04-19 10:24:46)


http://i147.photobucket.com/albums/r292/safe-keeper/Run2-2.jpg

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#20 2009-04-19 13:44:34

Noone
LOL
From: German part of the North Sea
Registered: 2009-04-19
Posts: 101

Re: [Custom map] Freeway

Well, now that I played, some criticism:

First of all: it looks like taken out of the game, good job on the looks.

But now for the drawbacks:
every car which is through stands at the end, lining the "finished" cars up at the wall. Would be nicer with fading light and moving the cars through the wall.
Speed is too high, but you noticed yourself.
Why not take less speed off the fastlanes? That might give more opportunities to switch the "hitchhiked" car.
And returning to visuals, there is plenty of space for deco like road signs, light poles and the like. It got lots of unused potential.

All in all a good map, with tendencies to very good.


http://miniprofile.xfire.com/bg/sh/type/2/npnoone.png

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#21 2009-04-26 10:55:41

Chimeray
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Registered: 2009-03-27
Posts: 56

Re: [Custom map] Freeway

(Ok, I'm that student from earlier, the Sandbox 2 editor won't work cos it doesn't run good on my laptop. So I guess I'll start working on ME and the unrealED smile

So I thought a  good way to start was to open this map in the editor (I already followed the tutorials). Anyhow... How come it opens the default training level?
I wanted to see how the highway and stuff around was made but all I get is the default level from the ME devs...

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#22 2009-04-26 12:16:28

Blueberry_pie
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From: Netherlands
Registered: 2009-02-07
Posts: 43

Re: [Custom map] Freeway

I think it should work if you also place the map in your My Documents\EA Games\Mirror's Edge\TdGame\Unpublished\CookedPC\Maps\SP00 directory. (Unpublished, not Published like you already have.)
When you load a map in the game, it first looks in the Published directory in My Documents. If it can't find the map there, it uses the one in the game folder. When you load a map in the editor, it first looks in the Unpublished directory, and then in the game folder. I think that's how it works.

Noone, thanks for the criticism. I might update or remake the map sometime and I'll definitely keep those points in mind then.

Last edited by Blueberry_pie (2009-04-26 12:18:30)

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#23 2009-04-26 15:46:47

Noone
LOL
From: German part of the North Sea
Registered: 2009-04-19
Posts: 101

Re: [Custom map] Freeway

Blueberry_pie wrote:

I think it should work if you also place the map in your My Documents\EA Games\Mirror's Edge\TdGame\Unpublished\CookedPC\Maps\SP00 directory. (Unpublished, not Published like you already have.)
When you load a map in the game, it first looks in the Published directory in My Documents. If it can't find the map there, it uses the one in the game folder. When you load a map in the editor, it first looks in the Unpublished directory, and then in the game folder. I think that's how it works.

Not sure about your theory on maploading-priorities, but the first I already tested before reading here and it works.

Noone, thanks for the criticism. I might update or remake the map sometime and I'll definitely keep those points in mind then.

And I keep up my work as critic: the traffic is much too static, everytime more than one car comes out, they move almost in-line. Also the distance to the front/rear car is alway n*carlength, with n as integer. Gives the impression of a checkerboard coming.
Well, but fear not, I'm already working on it. I already tried some things in Kismet, and though they did not work, I'll keep on trying.

My lokk just came across two more things: There is one City-SM which is not seen from anywhere on the highway, therefor it may be deleted. The other thing: not only the highway itself, but also the buildings directly at the highway should have some decorations on them.

Last edited by Noone (2009-04-26 16:16:31)


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#24 2009-04-26 16:45:31

Blizzard
Notorious
Registered: 2009-01-28
Posts: 500
Website

Re: [Custom map] Freeway

Noone wrote:

Not sure about your theory on maploading-priorities, but the first I already tested before reading here and it works.

I have done a LOT of messing around with the editor and  files, and never encountered a situation where those priorities weren't the case.

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#25 2009-05-05 15:53:07

doomed89
Playground Kid
Registered: 2009-05-05
Posts: 19

Re: [Custom map] Freeway

Do you need the pc version or is there a way to play it on the ps3 one

Last edited by doomed89 (2009-05-05 15:53:22)

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