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[Mirror's Edge] "Overtime"

  • Chimeray
  • November 14, 2010 at 12:26 AM
  • Chimeray
    • November 14, 2010 at 12:26 AM
    • #1

    I made this custom level for Mirror's Edge in the last couple of weeks/months, been working my ass off to get it finished and it's finally done!

    It's actually a lot of fun, so download and play it if you'd like! Or just watch the walkthrough video... But it's a walkthrough, so the whole thing's a spoiler

    It should take about 10 minutes, but if you know everything then you can do it in 3,5.

    Background: In the tutorial level of Mirror's Edge, Merc talks about your fall that took you out of commission for a while. My level is a prologue to Mirror's Edge and explains why she got injured. The level starts off after a long day of work, but it's not over yet because Faith gets a call to do some overtime. You must retrieve a bag inside a building that Celeste hid there because she dropped out, so you need to finish her assignment instead.

    Walkthrough Video:

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    Download:

    http://www.lukasvandaele.net/Mirrors_Ed ... e_v1_1.zip

    Screenshots:

    The High-res version of these screenshots can be found on my portfolio if you'd like them.

    [Blocked Image: http://www.lukasvandaele.net/img/overtime1.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime2.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime3.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime4.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime5.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime6.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime7.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime8.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime9.jpg]

    [Blocked Image: http://www.lukasvandaele.net/img/overtime10.jpg]

    So... What do you think, any constructive feedback? I'd very much appreciate it considering the amount of time I've spent on it...

    Thanks! And enjoy!

  • ElectroSheep
    • November 14, 2010 at 1:43 PM
    • #2

    It's possible to make custom ME levels ? i'm very interseted

    Just need to re'install ME to make a ride in your level.

  • robert.briscoe
    • November 14, 2010 at 2:03 PM
    • #3

    looks great, but how the heck did you manage to make a custom level when there is no sdk for it?!

  • sarge mat
    • November 14, 2010 at 2:07 PM
    • #4

    yea just looked it up. Very easy to do, you tube has video's showing how. You just need UT3 or Gear's to copy a dll or two.

    Like the look of your map has the mirrors edge vibe. Might install it again to try the editor so will try your map out if I do.

  • -HP-
    • November 14, 2010 at 2:33 PM
    • #5

    Woa, I had no clue Mirror's Edge was moddable! ;O

  • Chimeray
    • November 14, 2010 at 2:54 PM
    • #6

    You can open the unreal editor if you add -editor in the executable, you need to copy 2 folders (wxRC and wxRes) from another unreal game (like UT3 or something) inside the binaries folder of Mirror's Edge so it doesn't crash.

    There's a bunch of tutorials on it on youtube and on the "on mirrors edge forum".

    There's some quirks though Modding for Mirror's Edge isn't very mod friendly... If you play in the editor you die after 10 seconds or faster (if you jump you die faster, yeah...weird) , it's because of some copy protection apparantly. From what I've heard the steam version doesn't have this problem. This doesn't happen if you fire it up in the real game however so that's good.

    - Brush wireframe doesn't work, but you can press w to hide your objects and go to the wireframe anyways so it isn't much of an issue...

    - Lighting only/texture density/light complexity views don't work.

    - Your map NEEDS to be named after a real ingame map or it fails to open and it needs to be in the unpublished folder.

    - You need to select every object and check "force mip streaming" or otherwise they're all blurry in the game.

    - I don't think you can make custom packages, just place everything in your level package.

    - Couldn't get checkpoints to work so I added a teleportation system if you fall of a building but if you "really" die, well then it's all from the beginning. Should only happen if you die by cops or happen to fall on an unfortunate ledge

    - In the end of my project lighting crashed every other while, so build lighting, save, restart, build again...

    - Tutorials for volumes to climb/zipline/whatever can be found "on mirrors edge forum, modding section"

    If you can overcome these issues then making a map for Mirror's Edge is a blast, the mechanics are just awsome!

    Not so much random errors so that's good, and unfortunately... no Beast lighting

    In case you want to look at my map to see how things are done, place the same folder structure in "unpublished" instead of "published" and then you can open it. There's a bunch of examples on "on mirrors edge forum" as well but most of them are either timetrials or "funmaps", not a lot of singleplayer levels.

    If you find any bugs post here!

  • e-freak
    • November 14, 2010 at 2:54 PM
    • #7

    First of all: I like what I see, missed some of the red-overlays on some objects but nothing too big.

    Technical question: Can you use ME light baking system when you mod yourself? because the lighting and shadows looked different to me when in the game (although I haven't played it in ages).

  • Chimeray
    • November 14, 2010 at 3:02 PM
    • #8
    Quote from e-freak

    First of all: I like what I see, missed some of the red-overlays on some objects but nothing too big.Technical question: Can you use ME light baking system when you mod yourself? because the lighting and shadows looked different to me when in the game (although I haven't played it in ages).

    No, you can only use the default UE3 lighting system. If anyone can get their BEAST lighting engine to work however... that'd be great! But I'm guessing it just isn't included on disc...

  • ShockaPop
    • November 14, 2010 at 5:28 PM
    • #9
    Quote from Chimeray

    No, you can only use the default UE3 lighting system. If anyone can get their BEAST lighting engine to work however... that'd be great! But I'm guessing it just isn't included on disc...

    Maybe ask WesleyTack about it? Afterall, he was working on ME.

  • insta
    • November 15, 2010 at 11:23 AM
    • #10

    Beast is thirdparty so you'd need a license for it.

  • Serenius
    • November 15, 2010 at 2:42 PM
    • #11

    Sounds like working in the Gears of War editor.

    Overall looking good. A few areas that looked too dark, and as mentioned before, a few critical objects in need of overlays. I'd have been lost on where to go at a few points in the level.

  • -HP-
    • November 15, 2010 at 3:13 PM
    • #12

    Meh.. if you can't have that awesome GI, no point in modding Mirror's Edge then! ;( imho, obviously.

  • Evert
    • November 15, 2010 at 3:33 PM
    • #13

    Unless you are mainly focusing on the gameplay

    Looks cool considering you did not have access to the beast lighting, gonna try and give it a run (lmao) later on!

  • -HP-
    • November 15, 2010 at 4:01 PM
    • #14

    Yeah fair enuf. Does it need to be UT3? Can't it be UDK? That way you could at least use lightmass.

  • Buddy
    • November 15, 2010 at 4:05 PM
    • #15

    Just render the lightmaps with lightmass instead

  • e-freak
    • November 15, 2010 at 4:11 PM
    • #16

    yes, lightmass in udk - if applyable - should be tunable enough to give the same gi look.

  • -HP-
    • November 15, 2010 at 4:28 PM
    • #17

    I doubt Lightmass is better than The Beäst

  • Serenius
    • November 15, 2010 at 6:44 PM
    • #18
    Quote

    ":a5oys2rp]I doubt Lightmass is better than The Beäst

    Don't hate on Lightmass. It's pretty amazing. I'm sure CE3's GI beats it since it's in real time though.

  • -HP-
    • November 15, 2010 at 8:00 PM
    • #19
    Quote from Serenius

    Don't hate on Lightmass. It's pretty amazing. I'm sure CE3's GI beats it since it's in real time though.

    CE3 GI is one bounce only tho (Can I even talk about this? ), whereas on Lightmass or The Beast, you can render various light bounces, having realistic color bleeding throughout your environments. But their not realtime, of course.

  • Froyok
    • November 15, 2010 at 8:16 PM
    • #20

    Enlighten FTW !

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