The purpose of this essay is to explain the process of remixing a map from Unreal Tournament 99 (UT99) into Nerf ArenaBlast (NAB). That process seems rather intimidating at first, but, upon a closer look, you will see that anyone can remix a map. The most important thing in any remix is the map. You will want to chose a map that is cool, sophisticated, and different from any other map already in NAB, yet possible to finish. It has to be something possible, in other words, don't get to ambitious. Now I am not stating that you should do something easy, I just do not think it does any good to waste all your efforts on something that you will never accomplish. If you don't know what map to use, or you don't have UT99, ask some friends to help.
After you choose your map, you will need to import it into Nerf. That process is surprisingly easy. All it takes is to go to the File section on the bar on top of UnrealEd. Then you click on the Export Level function (the map will be saved with a .t3d extension on the end of the file name). Now that your map is exported, all you have to do is go into NerfED and click the File section of the bar on the top of the screen and go to Import Level. After you click on Import Level, you need to click the Import button, on the window that pops up. Now you should be seeing a wire frame view of the map you chose. In order to view it with textures you need to rebuild your geometry (F8 for a quick key). After rebuilding, your entire map will be textured with the game default "bubble" texture. If you are planning to use the textures that the level used in UT99, you need to transfer the texture to NAB, then you load the texture and import the map, in that order. That will allow you to see a properly textured version of the map.
Now you need to choose the texture you will use. After the map itself this is the most important part. You will need to look at the map, and think about the geometry used in the map. After that you will be able to think about what texture pack you can use. For example, if you are floating on an asteroid in space you might want to use Asteroid.utx, but if you are in a forest Sequoia.utx might be better. Basically, you need to be aware of the textures at your disposal and which ones match your map.
Now there are two different ideas about texturing. One idea states that it is better to use generic NAB textures, the reason being that a) the developers know best, b) it matches the game, and c) anyone that has the game will be able to use your map. The other idea is to use custom textures. The purpose of that is to give people a change of scenery, so to speak. Now the problem with the first view is that things can get very boring if you are not skilled with textures. The problem with custom textures is that the textures might not look that great in NAB, for example, a map with bloodstains on the wall just doesn't match Nerf's atmosphere (check PM-AgonyRemix.nrf for proof). Now it is my belief that the only way to decide which way to go is to look at your map and imagine how the different textures might work. Simply chose the one that you think fits best. Remember, it is your map now.
At this point you start doing the basic work that will spell out whether the remix is successful or not. This portion of work covers all the texturing, lighting, special effects, and the myriad of other things that make a good remix.
Texturing, texturing, texturing. It sometimes seems as if that is all you do when you remix a map. The funny thing is that it is almost true. Texturing is the second most important part of a remix. Texturing is sometimes a very difficult thing. Which texture should I put here? Do I have a texture that will work in this situation? What can I do to improve the feel and unity of the map? Hopefully I will be able to give some hints on the best answers to such questions.
One method used to help in areas where your current pack is lacking is to mix textures. Adding small, seemingly insignificant, touches to a map can be very nice in the long run. You can properly mix packs whether they are both game textures or not. Basically you can match lots of different types of packs. This topic of mixing packs isn't thought of by most remixers. People normally think of a single pack for a whole map, and that might work. But if you can make your map go to the next level by adding some accent textures from a different pack, isn't it worth it? Some of the best maps I know mix textures from packs that I would never have thought could go together. By using little things like that you can influence the entire feel of your map, in a good way. Now one thing I do know about mixing textures is that it can be hard at times. If you are trying to mix two texture packs evenly, you will have a very different map. I have found through experience that subtle touches of a different texture can look nice, even when large doses of those same packs might not work. Once again, be aware of the textures at your disposal and get to know your map. If you have those two things, you should be all right.
Another method used to add to the feel of the map is the use of coronas. Coronas are small flares that are used on lights to get a "glary" effect. This technique is especially useful when dealing with exposed lights in your maps. Most UT maps that I have seen have coronas already waiting for you. All you have to do is tell them what texture to use. When I do coronas I have found that the Flares.utx texture pack normally works well. What you do, to allow the coronas to work in NAB, is you load the texture pack you want, click on the light (it normally has a drawscale of .2, so be looking for a light actor that is very, very small), go to details, skin, click the texture you want, and click the use button. Coronas are one of those things that can be left out, but they are really cool, so I recommend that you do use them. Another thing to remember is that you can post all the textures in the world in this thing, but if you don't have the option corona (under lighting in the properties) set to true it won't do a single thing.
Now for the fun stuff. At about this time I modify my game properties. This allows me to put my name in the list of people that made the map (ex. Sabbath Cat Remixed by G-MO). It also lets you set the game type so you can play it with bots in single player. In order to set the properties correctly, you need to look in level properties, then level info. You will need to go to classes section (where the texture browser is normally located), and Info, then you go to GameInfo, then NerfGameInfo, then you click on deathmatchgame (don't bother to expand that last option, just click it and follow the instructions). Go back to levelinfo, find the DefaultGameType section, and click use after you click on the deathmatchgame in classes. This will allow for testing with bots. Because I like playing NAB even more then I like making maps for NAB, this is a great thing to have, and it allows you to test your map and see how it looks with bots shooting you.
Once I can test the map, I like to be able to play the map in an actual combat test. This makes including pickups (weapons and shield) a must. In order to add those things to your map you must, once again, go to classes directory. Except this time you go to Inventory, then you can choose between pickups (pickups include all the shield and ammo) and weapons. Once you have the proper directories ready, you can go and add weapons, shield, and ammo to the places that are obvious (ex. pedestals, stands, and other warp in locations). Then you will need to test, test and do more tests to make sure that your weapons are in sensible locations. After you have seen the locations of the pickups, you can modify them, adding more, taking away some, and moving others around.
Now that you are closing in on the finish of your remix you need to test, test the bot mapping, test the unity of the textures, and test the location of pickups. Now is the time when you make this map a reality, when you link it all together, the textures, pickups, bots, and everything else, you simply need to test your map and act on those results. One of the best ways to test the map is to share it with some friends and play it. With bots or without, the other player will be able to give you some good insights on what he thinks could be done to perfect your map (preferably the person should have some experience with NerfED). If you like your friends advice you should act on it, modify pickups, textures and the like.
The most important thing about a map is to keep the standards high, don't go cheap, make this a good map. You will have to put a lot of time into it, but if it turns out really well, it will be worth the effort. Another important part of remixing is the use of readmes. They allow you to add any comments about the map to the people that will play it, possibly even some hints on where some secret goodies are located.
After all that effort to perfect the map, you are ready to release it! Spread the word on NAB, on the forums, and on NAB News. Let people know that there is a new map. Send it to the people that host the download sites and servers. Try your best to get people interested in your map, get the publicity going. Repeat the address to download it a bunch of times, and tell everyone you know about it. That is the best way that I know to make sure that your map was worth the effort.
Hopefully after reading this essay you now have a good grip on what it takes to remix a map from UT99 to Nerf ArenaBlast. I look forward to the possibility of playing your maps someday. Have fun and happy remixing.
Grant (G-MO) Williams