Ah, the great out doors. Kind of sad that so few maps ever have truly 
            amazing out door environments. The last game I can recall that wowed 
            me with its outdoor environments was... UNREAL! And what do you know, 
            Deus Ex also had some really sweet environments! I love this engine!
          
  Pop open a new map, Then open up the cube properties diolog box.
    
    Now heres a cool thing about UnrealEd, you can enter Visual Basic style equations 
    into these boxes. Like this:
  
 
  (Yes, strangley enough UnrealEd was made entirely in Visual Basic) 
          Acceptable commands are addition ( + ), subtraction ( - ), multimpication 
            ( * ) and division ( / ). It also allows you to use paratheses.
          Now why do we need this you may ask? Simple! When creating any environment 
            we want to be as nice as we posibly can be to our compiler. and to 
            do this we need to use binary numbers (I think that's what they are 
            called). So numbers like 16, 32, and 128 are prefered over numbers 
            like 11 and 47. These numbers will still work, but can create more 
            compile errors. Notice how 256 is a multiple of 128? and 32? AND 16? 
            If you haven't figured it out already 256*15, like I entered above 
            will be an acceptable number!
           
          Now that you have your little UnrealEd tip of the day we can get 
            constructing this environment.
            
            Enter some values into those boxes. They probably don't need to be 
            as large as mine, but it's you map. (Infact mine are rediculusly large, 
            and I have actualy used smaller numbers in the map I have created) 
            You also need to remember that in an outdoor environment, such as 
            a city street, you don't need to worry about any excess space because 
            the sky box (which will be discussed below tutorial) gives the illision 
            of an infinite out door environment. Some extra space out side is 
            always good!
          
          Subtract that brush from the world and texture the ground something 
            nice, but texture the "walls" and "ceiling" the 
            same texture that you will never use (pick a nice bright ugly one). 
            This texture will become our Fake Backdrop. Just like a photographer 
            has a backdrop he places you in front of that looks real on camera, 
            Unreal Ed has backdrops. We call these backdrops Sky Boxes.
          A sky box is a user created backdrop that is not your usually sixsided 
            environment bitmap. It is a dynamic camera! It's really cool, but 
            we will have to get back to that.
          First of as some of you may have noticed already, it is a real pain 
            to light such a large environment. So were going to need some help. 
            This is where ZoneInfo comes in handy! 
          
          Pop that baby into the map somewhere, try not to get it confused 
            with the DeusExLevelInfo, and open up it's properties.
          
          Under zone light you will need to change the AmbientBrightness, AmbientHue, 
            and AmbientSaturation properties to get the color and brightness you 
            want. The key to picking the best values here is to adjust and rebuild 
            them (watch the dynamic lighting view) until the entire environment 
            is the level of brigtness of the darkest object you want. Confusing? 
            I know. Just remember that no object that is in that zone can be darker 
            than that setting. Only lit birghter by light objects, so for a night 
            scene keep that brightness value low. And for a day scene you can 
            raise it just a little bit. I set mine at 15 for a night scene. (I 
            also use a zone info in many large indoor areas, it makes life easier 
            and your maps look better)
          
           
          
  IF YOU HAVE ANY PROBLEMS WITH THE ZONE LIGHT YOU SHOULD SEE THE ZONE 
    TUTORIAL OR E-MAIL ME
           
          Next up is some stuff in our environment. I am going to add a little 
            shop. To do this you need to first use addition brushes 
 
            to create the general shape of the stucture. Then you fine tune and 
            do the inside of it with subtraction brushes. 
          
          Study this image closely. You will notice how I created a simple 
            square building, then hollowed it and a door way out. (The doors are 
            not movers, just brushes) That is best way to go about creating an 
            out door environment. You can keep adding and subtracting as much 
            as you like.
          Now you take over! Make a little city street and fill it up. Create 
            some buildings and an ally and whatever else you want. This is what 
            I came up with:
          
          (WARNING! NOTE! ATTENTION! This is a little pile of crap I threw 
            togething in about 30 seconds, as can be seen by the big blue block 
            on the right side. It is no indication of talents or artisitic initition. 
            In fact it makes me sick to look at this crappy little environment 
            I just made and If given the energy I would go back and scrap this 
            whole damn map and do it again!) Sorry about the image, my capture 
            program doesn't always like the skinny lines UnrealEd draws, THEY 
            REALLY ARE THERE! I SWEAR!
          In your map you really should close off an open ends to prevent the 
            player from wandering into a empty little spot where the city just...... 
            ends.............
          NOW FOR A SKY BOX!!
          Go create a seperate room way off to the side of the map. Don't go 
            crazy, just make it far enough so that it does not over lap with the 
            rest of the map in any of the views and will allow for expansion. 
            (to get the camera there you may need to switch to texture view, and 
            look for a while)
          
          It doesn't have to be a box, it can be some sort of deformed trapazoid 
            or an oblate shperoid, or whatever you want. I like to keep it to 
            a simple six sided brush.
          Now the fun part, we need to create a little imaginary world for 
            our player to see where ever we tell the engine to show the fake back 
            drop.
          First we need our camera, a.k.a. our SkyBoxInfo!
          
          Place that near the bottem in the middle and begin lighting (you 
            can use it's zone light property like we did above as well as normal 
            lighting) and texturing this room like a sky should look... (I used 
            sheets for the buildings, remeber it's just a backdrop) also, be careful, 
            because DeusEx players have a compas, a friend of mine got mad at 
            me because the sunset was the wrong way :-)
          (insert a in game picture of that nice sky box I made here, unless 
            unrealed desides to crash and oh... SCREW IT ALLl!! UGH!!)
          There you go! Now return to those surfaces you textered all the same 
            bright ugly color and select them. Right click and click surface properties. 
            Check "FakeBackDrop"
          Important to remember is the fact that at any given location the 
            player will always see as if they were standing with their eyes at 
            the SkyBoxInfo.
          All that's left is to rebuild and run!
           
           
          Sky boxes have some limits: each map can only have 1 sky box, and 
            if over complicated, can lag the game down. Other than those and a 
            few others, you can just run wild! Take for example some of the sky 
            boxes used in other unreal engine maps. Some Unreal Tournament maps 
            had shooting stars, and others had flying cars. Others had lightning 
            effects worked into them that could be triggered on demand. Some really 
            cool stuff. Crazy shit I have come up with:
           
          The Night Of The Amazon Women
            
 
           
          