Who is good with the editor?

SculptedCold said:
Anti-portals are barriers that stop the engine rendering static meshes when your player perspective looks around in a level....because the engine renders all static mesh in your view, even if you can't see it for BSP architecture. Anti-portals are usually in abundance in large levels (put in loads of walls, hills, etc) to stop the engine killing the framerate.

And yeah, a lot of community mappers were contracted for a couple maps a piece in UT2k4. Must be something like almost half the new maps, if not more, were done by mappers from the UT/UT2k3 community. Good choice if you ask me. =)
:head explodes:

(and yes, I think that it was a good choice getting in mappers from the community, I mean, some of them have really done a lot of stuff with the UT's and as a result are complete weaponheads at building maps, skins, mods, everything)

edit:

Tanith said:
*wondering if anyone can help him with this dilemma*

I've got a finished map, only problem is, i've placed the spawn points across the map, but whenever I test the map, everyone spawns at the same point.

How do I fix this?
I don't know about UT2k4 mapping, but in UT you would use "Playerstarts" and not the Actors called "Spawnpoints" I believe. An idea, although I may be way off
 
Ahhh, found them! Here's a bunch of pics from the last level I was working on for UT99, DM-Astaroth. Never quite finished it though.

Astarothpic01.jpg


Astarothpic02.jpg


Astarothpic05.jpg


Astarothpic03.jpg


Astarothpic04.jpg
 
Hmm, I can't really remember actually. About 3 or 4 weeks of casual tinkering, a couple hours a day or so. I had almost all the architecture done, just the main room ceiling needed completed, and all the movers, sounds, zones, skyboxes were done...but I never got round to starting the botpathing or fixing the teleports. Tis long lost now though.