I've only heard of one other user (jessenator
) using MarathUp to make maps other than the one that results from it's included tutorial.
If anyone cares, here's my 2.5Â¢:
MarathUp has many pros, and many, many cons. I think MoppyPuppy sums up the intense pro-side of using MarathUp, however. By the way, mentions of "polygons" are in the Marathon sense, and not the 3D-modeling-package sense, unless blatantly obvious.
â?¢ The added bonus is that you're actually working in three-dimensional space, and for someone, like me, coming from a traditional, maya type workflow, it's a semi-nice lateral jump. I've included links
to some primitives I've made that give an idea of other forms to make. If desired, I can go through and highlight some trouble areas that I've run into as well.
â?¢ Spiral stairs, "multi-leveled" structures are easy to build and then connect.
â?¢ Adding onto an existing polygon, adding more space or structures within an existing space, becomes easier (no deletion and refilling- hell, there's no "filling" involved). Though it's still a double edged sword if you aren't careful (see con #3 & 5)
â?¢ Snapping-to and moving whole walls or selection of walls is doable.
â?¢ The plugin has built-in safeguards against illegal geometry (sloped) if you're tempted to try, but see con #2 for more.
â?¢ Most of your map problems will be caught by the script's parameters, but if you attempt to export, and there's no dialog box saying either your map has exported (with file path) or it's failed, then you have a problem not accounted for and you'll have to do some chopping.
â?¢ Guides (download the "Boundaries Template" for a maximum level size marker)
â?¢ MarathUp does not do doors/platforms- practically, anyway. It's a real bitch to get a door to work, let alone a split door. And don't even get me started on texturing a split doorâ?¦
â?¢ MarathUp is currently rather buggy. For the most part, if there's something wrong with the map, it will tell you in a dialog box with the offending object or area (but only one per export attempt). Other times, nothing happens when you go to export the map and gives you no clue.
â?¢ It's quite easy to entirely f**k up your map beyond repair. I recently made a map of a hangar, with some recessed parts, storage containers, etc. and you have to deal with all of the edges that go between the verticies, and they get in the way, and you may end up deleting vital components. Eventually, if you keep making these kinds of inadvertent deletions, you'll end up in scenario two- it won't tell you how the map doesn't work anymore.
â?¢ If you're already accustomed to a 3D package's workflow, the natural "splitting" of polygons that you think you need to do becomes a counter-intuitive nightmare. There is a particular way you have to make splits, and it takes some thinking about.
â?¢ If you need to split a polygon (if you have too many verts for example) once you've extruded it to the height you want, you need to make sure you have corresponding split lines on both ceiling and floor- which can lead to more problems (see con #3)
â?¢ moving polygons is hampered by having to switch to the top orthographic (parallel projection) camera mode, and ensuring that you grab both ceiling and floor verts- as you're working in three-dimensional space. (see workflow)
â?¢ textures don't always snap properly, and the alignment tools from the script don't always display properly, and doors takes some trial-and-error finagling.
â?¢ It's easy to have textures that don't belong to a corresponding set get into the map somewhere (see suggested workflow).
Other things to consider:
â?¢ While you may want to go hog-wild with the complexity of your maps, bear in mind that the old limitations still exist: 8-vert rule, convex polys, etc. (see con #5)
For those who actually began making maps with Forge, and really got it,
and know it better than their own genitals, then MarathUp won't be a practical workflow in and of itself or otherwise. You're better off sticking with Forge or Weland for the whole trek. If you want to try it out, or want to simplify the task of making complicated elevations and overlapping polygonsâ?¦
The workflow I suggest is this:
1) if you have ideas for complex, or intense, overlapping structures (hate doing stairs), want a three-dimensional overview of your structure as you build, start with MarathUp, but start small- Make things strategically, and test every new structure you intend to instance from before you go all out.
If you want some ideas, download some of the primitives I made from the link above.
Once you've made everything, DON'T edit anything else beyond face pushing/pulling/extruding/elevation changes within SketchUp. Leave that for Weland.
Also, don't even bother texturing them within SketchUp- just make sure your face normals are correct (the bluish faces should be facing) positive, the walls the player will see, and the white faces face all of the negative space). Don't even put in a player starting point- do that in Weland if it will let you.
2) Export the map and open it in Weland (as MarathUp gives you only .sceA files) to pave the whole bloody thing, and then do all the things that MarathUp
isn't optimized or designed to do or do well: doors, platforms, liquids, moving verts, floor & ceiling texturing, poly parameters,
3) Use VisualMode.lua to get your walls and other texturing done.