May be pointless, but it's worth it. MEP.

Talk about any Deus Ex game modification here, e.g. maps, package or a total conversion.

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May be pointless, but it's worth it. MEP.

Postby Tonnochi » Mon Jun 11, 07 12:25 am

MEP. The Map Expansion Project.

A good example of what I'm trying to get at.

Shantytowns are usually HUGE. And in DX? Four buildings. My idea is to make the places (e.g. shantytown and Hell's Kitchen park) either:

#1. Bigger but with no real purpose (like no goals, maybe move Curly around in the shantytown)

#2. Bigger but unaccessible (have something in the way, then an invisible boundary)

#3. New maps

#4. #1 except different than the original. e.g. shantytown looks like this


#2 seems the best. Anyone up for it? I can map some basic stuff, but I would need help...
Last edited by Tonnochi on Mon Jun 11, 07 12:26 am, edited 1 time in total.
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Postby AgentSmyth » Mon Jun 11, 07 11:14 am

Are u a mapper yourself?

You see the tendency to be is that when you are building maps and they reach a certain size (polycount) Texture holes begin to appear in the map. This is usually a sign that the map may begin to go into GPF if you play it. Not only that but the download would be huge, and so youwould have to do as Mainman did with his city. I see your point, it's just going to take alot of work.
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Postby James » Mon Jun 11, 07 11:51 am

We tried this before, good luck with the amount of BSP you're going to get.
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Postby MainMan » Tue Jun 12, 07 3:24 pm

Trust me, you have to be very patient if you're going to make a big map. The best way to do it if you're trying to combine SP maps, is to remove all the lights first, and then put them back in, one-by-one, manually, with each one having a LightRadius of no more than 16. (A light shining on too many surfaces will make a big map crash). Also make sure you have less than 63 zones.
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Postby AgentSmyth » Tue Jun 12, 07 9:52 pm

Oh, and ensure that all stairs (huge polycount objects) are semi-solid :lol:
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