Tom Clancy's Rainbow Six 3: Gold Edition

Tom Clancy's Rainbow Six 3: Gold Edition

Zeus_CST 30 Dec, 2024 @ 10:24pm
New Levels
Is there any call for new levels to be made?
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Showing 1-7 of 7 comments
NOT REALLY
but i am working on something which is a map set in Afghanistan
blueq 2 Jan @ 11:40pm 
Added a section for custom levels in this guide if you haven't already played them.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3387648081
https://youtu.be/XT5JMgOiHWU I'm working on a suburban neighborhood map for the game. Still learning some UE functions but the map will have breakable glass for windows, lights, etc. Will have assets/models that can be broken or smash, will have both a on the street and in the sewers ways of getting around. Only static meshes I will use is for obviously things outside of walls, floors, ceilings, big stuff but everything else will be custom made. Going to call the map "Suburban Takeover" and the code name will be "Silent Thief" as a group of domestic terrorists decided to take a entire neighborhood during the night and during a blackout. Just messing around and beginning to block out the level in this, but wanted to make sure scale works properly and as realistic as possible.
Last edited by xXUmbrellaAgentXx; 7 Feb @ 8:51am
Originally posted by xXUmbrellaAgentXx:
https://youtu.be/XT5JMgOiHWU I'm working on a suburban neighborhood map for the game. Still learning some UE functions but the map will have breakable glass for windows, lights, etc. Will have assets/models that can be broken or smash, will have both a on the street and in the sewers ways of getting around. Only static meshes I will use is for obviously things outside of walls, floors, ceilings, big stuff but everything else will be custom made. Going to call the map "Suburban Takeover" and the code name will be "Silent Thief" as a group of domestic terrorists decided to take a entire neighborhood during the night and during a blackout. Just messing around and beginning to block out the level in this, but wanted to make sure scale works properly and as realistic as possible.

Use existing glass meshes. They are breakable by default!
Originally posted by Legacy | Tactical-Gaming.net:
Originally posted by xXUmbrellaAgentXx:
https://youtu.be/XT5JMgOiHWU I'm working on a suburban neighborhood map for the game. Still learning some UE functions but the map will have breakable glass for windows, lights, etc. Will have assets/models that can be broken or smash, will have both a on the street and in the sewers ways of getting around. Only static meshes I will use is for obviously things outside of walls, floors, ceilings, big stuff but everything else will be custom made. Going to call the map "Suburban Takeover" and the code name will be "Silent Thief" as a group of domestic terrorists decided to take a entire neighborhood during the night and during a blackout. Just messing around and beginning to block out the level in this, but wanted to make sure scale works properly and as realistic as possible.

Use existing glass meshes. They are breakable by default!

The meshes have to be setup in the editor though properly to break and the mover brush to move/disappear, they do not just work out of the box, at least they never did for me. Besides, many of the windows are odd shapes, not realistic shapes. I'm aiming for custom meshes and custom emitters if needed and glass breaking or door breaking emitters are not hard to edit or make yourself if you know enough about the unreal editor. I'm willing to take the time. I'd also rather not use meshes from the game whenever possible, and use my own that I design. Custom maps are not custom, if majority of assets used, are from the game itself or other maps. At least, to me they are not.
Last edited by xXUmbrellaAgentXx; 8 Feb @ 5:45am
Some of the modern levels should involve:

https://www.youtube.com/watch?v=yECBOAfhRWg
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