View Full Version : DM - Proving grounds pics

17th Feb 2004, 07:26 AM
Hey guys and gals,
I've been workin on a new map. Going to use custom music track. Seeing as I havent got enough experience with max/maya, static mesh content will be zero. I'm pleased with the the way its shaping up... I think some critique would de in order at this point, so fire away. Also, I could use some beta testers soon!





All screens can be found on the link below
Proving Grounds development shots (http://www.redbrick.dcu.ie/~barballs/photoalbum.php?event=true&eventdir=DM_proving)

I'm looking forward to your opinions! :)

17th Feb 2004, 12:11 PM
Needs some more color and lighting. Not sure about the map name either, it kinda reminds me of a Q3 map. Is this a remake of some sort?

18th Feb 2004, 03:21 PM
Got your e-mail this morning, but didn't have time to respond. I'll do that tonight. I did notice the possible new name though. From the screens, it looks slightly too big for a 1on1, maybe DM-TheCore would work as a new name?

One other thing is from the screens and your initial post I can tell it's for UT2003, but you may want to indicate that in your initial post somewhere next time just to be sure. Thanks.:nag:;)

.........got your second e-mail and will respond here sometime tomorrow. See Ya! - SkaarjMaster

21st Feb 2004, 01:48 PM
It's always hard to judge a map correctly on simple screens: is it possible to get a download link?

From the pics I can say that I agree with Skaarj' concerning the lack of colors and lighting overally though there's also some cool effects (the shadows in screen2 particularly). A good way to improve lighting can be a clever choice of texture/skin: try to use some whose colors will match the surrounding lighting's, also keep in mind that there's some alternative skins for the majority of the retail static meshes (check out ShiptechHardwareBrush.utx for the static meshes from ShiptechHardware.usx)

Architecture looks overally good but be sure to use borders to hide the transition of textures between perpendicular surfaces: the catwalks in the last screen need this... Also it can be a good way to underline the shapes of the map and to allow players understand better the environment in the same time.

Don't hesitate to check our Mapping Ressources (http://forums.beyondunreal.com/showthread.php?t=112028) page for tutorials concerning architecture and lighting but also sound usage and other usefull tips ;)

Keep up the good work :)

21st Feb 2004, 05:46 PM
I hope you can check this soon. I saw the new screens you sent me and they look good. Gui has some good suggestions above. The screens you setn me do look better though. The gameplay looks to be a simple multi-floor arena with The Core in the middle. Can you get inside the core at any level at all? Looks like the bots are pretty good though.

22nd Feb 2004, 09:31 AM

I can FINALLY get back to posting! :) Hurray for Pete from the "Beyond Unreal" forums!! :)

ANYWAYS: First off after getting the original posts from SkaarjMaster about the bland grey textures and lack of lighting, I produced the following:




Then after a bit of weapon placement and both pathing. I decided to test some Masterfull bots on the finished portions of the map with the following results:


As regards a download link: There is none at the moment as there are parts of the level that are simply not textured/lit/pathed yet and i would prefer to get them done before posting a link. That said, I am planning to have a beta ready for early this week.

Will check out that link too, thanks! :)

Oh yeah what you think of the new pics? :)

P.S: you can get into the beam alright.... at your own risk! (custom Damage type added) ;)

22nd Feb 2004, 10:29 AM
New pics look far better IMO: attempt to enhance the contrasts in playing on the Saturation setting (Hue and brightness look good...) of the light actors as well as the walls textures in order to make the volumes and shapes stand out more. You already have a nice mood with these colors but it can be improved IMO :)

Keep up the good work :cool:

22nd Feb 2004, 10:50 AM
Dandy says I :)

Will try that out and also get the other sections finished so you can see what the whole level will be like :) Also, by that point a playably version will be out!

Was trawling through those links and I found one or to of interest :) A lot of them I already have copies of :)

Glad you like it so far!

24th Feb 2004, 05:18 PM

1st Mar 2004, 05:19 AM
Thanks man ;)

How unfortunate was I to fall sick during my holidays! :( So no mapping or partying. Anyway the map has been delayed long enough. Beta will be online this Wednesday.

1st Mar 2004, 05:43 AM
A great map! You should make this map for a mod ;)