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Juggalo Kyle
7th Feb 2008, 12:06 PM
I this these forums need a screenshot thread. Just for dumping screenshots of your current Work In Progress. We have one over at UP, and it's been getting alot of cool screenshots for maps not announced yet.

Here is a screenshot from my TDM map. It's ment for about 4-6 players. Not announced yet. :p

http://img148.imageshack.us/img148/6057/screenshot00012bd5.jpg

sWs»Cheapshot
7th Feb 2008, 12:11 PM
Wow... Great Lighting!

Yoshimiga
7th Feb 2008, 12:17 PM
Nice... wish I could map like that.

Slainchild
7th Feb 2008, 01:07 PM
TDM map:

http://i28.tinypic.com/2qv5oiq.jpg

http://i29.tinypic.com/2lx89kw.jpg

Duel map:

http://i31.tinypic.com/25rcv8y.jpg

http://i28.tinypic.com/ern721.jpg

:wavey:

Mr. UglyPants
7th Feb 2008, 04:43 PM
Two maps in the works + Acquisition? Man your one busy dude Slain.

Slainchild
7th Feb 2008, 05:31 PM
Haven't worked on any of them recently tbh

Kantham
7th Feb 2008, 06:08 PM
Too much mapping cause brain ****.

T2A`
7th Feb 2008, 06:09 PM
Are you accepting donations as motivation to finish Acquisition? Doesn't seem like the online player count is motivation enough. :p

N1ghtmare
7th Feb 2008, 06:22 PM
Too much mapping cause brain ****.

I would believe flouride causes more damage.

Alhanalem
7th Feb 2008, 07:49 PM
I don't really undestand what makes a map "TDM." all DM maps are playable in team or FFA, and I dont see how some maps are better for team games than others.

Kantham
7th Feb 2008, 07:55 PM
I don't really undestand what makes a map "TDM." all DM maps are playable in team or FFA, and I dont see how some maps are better for team games than others.


Do you played the game competitively DUEL/TDM

JohnDoe641
7th Feb 2008, 08:05 PM
I don't really undestand what makes a map "TDM." all DM maps are playable in team or FFA, and I dont see how some maps are better for team games than others.
You obviously don't play the game competitively then. :p

Slainchild
8th Feb 2008, 03:43 AM
Are you accepting donations as motivation to finish Acquisition? Doesn't seem like the online player count is motivation enough. :p

No sorry :p

[VaLkyR]Anubis
8th Feb 2008, 07:13 AM
...
Here is a screenshot from my TDM map. It's ment for about 4-6 players. Not announced yet. :p

http://img148.imageshack.us/img148/6057/screenshot00012bd5.jpg
It looks beautiful.:2thumb:

Holy Moly,much mapping stuff is going on here,that's good.:biggrin2:

nELsOn
8th Feb 2008, 08:58 AM
@slainchild: some parts of these layouts look kinda tight so i'm curious: once you decorate the maps with staticmeshes and stuff and they get in the way of gameplay - do you scale up the bsp (read: the map in general) or just parts of it or use different meshes or...? :)

Slainchild
8th Feb 2008, 09:01 AM
The idea is to REPLACE bsp with meshes, not add meshes on top. So ideally it will end up the same scale.

Yoshimiga
8th Feb 2008, 11:43 AM
Slainchild: Those are pretty awsome maps. they remind me of quake 3. I am not all that great at mapping, as far as beuty goes. I mostly map terrain courses, but I have a set of maps that I am working on releasing for ut2k4 (:(I don't have ut3)

haslo
8th Feb 2008, 11:55 AM
Mine is shortly before Beta6, haven't announced it on BU yet though :)

http://www.haslo.ch/vctf-harbour/beta6_teaser_thumb.jpg (http://www.haslo.ch/vctf-harbour/beta6_teaser_1280.jpg)

Slainchild
8th Feb 2008, 12:42 PM
Looks ok, but the sunlight should be a deep orange/yellow if there's a sunset like that.

sWs»Cheapshot
8th Feb 2008, 01:54 PM
I disagree Slain, I think the lighting scheme he used is quite effective. That sun is almost gone. I don't think there would be any direct rays of sunlight to the ground or even a little above it at that point in the day.

Nice mood you have set Haslo, the scale is very good as well.

nELsOn
8th Feb 2008, 02:55 PM
I disagree Slain, I think the lighting scheme he used is quite effective. That sun is almost gone. I don't think there would be any direct rays of sunlight to the ground or even a little above it at that point in the day.

maybe, but then, your view is a bit realistic and i think lighting is more about creating a feeling rather than being completely realistic. and a stereotypical sunset should have orange lighting. not too orange/red, of course and here i might actually go for something like one half orange and fading into a ver light blueish nighttime lighting.

sWs»Cheapshot
8th Feb 2008, 03:21 PM
Yes indeed... it seemed what he was going for... perhaps the white light is from a street light off to the side.

haslo
8th Feb 2008, 05:02 PM
It's from a crane, yeah :) The light coming from the sun is indeed orange, and casts really long shadows. I'm waiting for some performance-related feedback still, I'll officially announce the next version on BU as well :)

Here are some more screenies, from the last beta:

http://www.haslo.ch/vctf-harbour/beta5_thumb001.jpg (http://www.haslo.ch/vctf-harbour/beta5_screenie001.jpg)http://www.haslo.ch/vctf-harbour/beta5_thumb002.jpg (http://www.haslo.ch/vctf-harbour/beta5_screenie002.jpg)

http://www.haslo.ch/vctf-harbour/beta5_thumb003.jpg (http://www.haslo.ch/vctf-harbour/beta5_screenie003.jpg)http://www.haslo.ch/vctf-harbour/beta5_thumb004.jpg (http://www.haslo.ch/vctf-harbour/beta5_screenie004.jpg)

unbecoming
9th Feb 2008, 09:34 AM
Kyle that map is looking very sweet.Can't wait to get it.Keep us posted.

SlipStreams_65
13th Feb 2008, 10:11 AM
This is my first attempt at UT3 mapping, so I havent fully grasped all the advanced techniques yet. Probably going to be releasing this within a week or so if all goes well.

VCTF-Essence (shots from in editor)




http://i28.tinypic.com/2lid8if.jpg

http://i28.tinypic.com/2luc8dz.jpg

PsyXandeR
13th Feb 2008, 10:40 AM
Wow cool VCTF map pics. :D Two thinkg to consider tho, you might wanna decorate terrain a little bit, that sand texture you are using, it is just everywhere; you could make use of rock textures so it will look nicer. And the second thing is light... which is contrastless. Try to add another light color, it will help your lighting. :)

SlipStreams_65
13th Feb 2008, 10:54 AM
Wow cool VCTF map pics. :D Two thinkg to consider tho, you might wanna decorate terrain a little bit, that sand texture you are using, it is just everywhere; you could make use of rock textures so it will look nicer. And the second thing is light... which is contrastless. Try to add another light color, it will help your lighting. :)

Its pretty basic right now and I appeciate that its quite dull. Whenever I try to add more terrain layers I get the multicoloured terrain error. I know its common, but I actually havent found a solution to it yet.

haslo
13th Feb 2008, 11:08 AM
How many terrain patches do you use here? The stock maps have around 10-20k terrain polys visible at any one time, dunno if having too many of them causes the multicoloured error...

ne_skaju
14th Feb 2008, 03:17 AM
Currently in pre-alpha stage

T2A`
14th Feb 2008, 01:36 PM
http://img174.imageshack.us/img174/6488/crampagedbd5.jpg

Those who know my (nearly nonexistent) mapping history may recognize that layout. :p

I've heard UE3 mapping is a real PITA, so I'm giving it a shot. The above picture is the result of an hour's worth (I guess; wasn't keeping track) of brush work. It's the same scale as the UT2004 version which makes things kind of weird because in UT3 you're not meant to double-jump up 128-unit tall things, and this map is based around 128-unit tall things. :-)

sWs»Cheapshot
14th Feb 2008, 01:45 PM
You can always translocate ;)

[VaLkyR]Assassin
14th Feb 2008, 04:23 PM
Nice looking maps in this thread!! :D

Mr. UglyPants
14th Feb 2008, 07:02 PM
http://img174.imageshack.us/img174/6488/crampagedbd5.jpg

Those who know my (nearly nonexistent) mapping history may recognize that layout. :p

I've heard UE3 mapping is a real PITA, so I'm giving it a shot. The above picture is the result of an hour's worth (I guess; wasn't keeping track) of brush work. It's the same scale as the UT2004 version which makes things kind of weird because in UT3 you're not meant to double-jump up 128-unit tall things, and this map is based around 128-unit tall things. :-)

Guess that'll have to change.

The idea is to REPLACE bsp with meshes, not add meshes on top. So ideally it will end up the same scale.


I'll try to do that once i fully understanding mapping, the editor, etc.

Oh, and Kantham, i'll have a picture of a map i'm working on up in the next couple of weeks if all goes to plan, just drawing up concept rooms right now and testing very basic bsp levels to see if i can end up with what i want.

Melvin
15th Feb 2008, 03:10 PM
Very WIP and only worklights are used for now. Also, textures may be changed later on and some deco will becomes static meshes.

It will be a 5vs5 CTF-map with a more oldskool layout. Don't like big CTF-maps at all (i'm more a Quake3-player) so thats why i'm aiming for a more smaller map with alot of ''face-to-face''-action. The basic layout is done and right now i'm detailing the map and playing with textures/deco's. This map will use a lot of custom content and it will be a construction area-styled theme.

What you see here is the flag-room of a team. (those red trims are my work-textures for entrances/doorways etc)

http://img220.imageshack.us/img220/806/wip1leftsidexm3.th.jpg (http://img220.imageshack.us/my.php?image=wip1leftsidexm3.jpg)
http://img169.imageshack.us/img169/352/wip1misc1ve1.th.jpg (http://img169.imageshack.us/my.php?image=wip1misc1ve1.jpg)
http://img169.imageshack.us/img169/111/wip1rightsidenz3.th.jpg (http://img169.imageshack.us/my.php?image=wip1rightsidenz3.jpg)
http://img220.imageshack.us/img220/316/wip1entrancesku3.th.jpg (http://img220.imageshack.us/my.php?image=wip1entrancesku3.jpg)

Slainchild
15th Feb 2008, 03:20 PM
Looks neat.

I do like the construction yard/building under construction theme... though the textures need a bit of work, they are too clean/monotonous.

Melvin
15th Feb 2008, 03:24 PM
Looks neat.

I do like the construction yard/building under construction theme... though the textures need a bit of work, they are too clean/monotonous.

Well, my intention is make it pretty clean, since it's has to be a building that is in the works right know. Not a building that has to look like it damaged and has to be fixed. ;)

The lighting now is very blend (no good color-variation for now) and that is why it looks monotonous.

-edit-
I have ideas for the lighting and then i can see if the textures work or not. I have alot of textures ready right know, but i haven't imported them yet.

Mr. UglyPants
15th Feb 2008, 05:09 PM
Alright, here's DM-Overwatch's Flakroom.
http://img99.imageshack.us/img99/3513/flakroomoq7.th.jpg (http://img99.imageshack.us/my.php?image=flakroomoq7.jpg)

http://img204.imageshack.us/img204/6589/aboveox0.th.jpg (http://img204.imageshack.us/my.php?image=aboveox0.jpg)

This map may someday turn into a Domination map, but its still up in the air.

Any comments on stuff would be great. Oh and i'm trying to figure out what to do abou the railing in the back (like below/infront) of the X, cause you can jump over them and get stuff, so any ideas what i should put in between them?

This map is quite funny really, i started off with a Necris theme, with two rooms and oher crap, decided to do some random stuff, so i have about 4 unconnected rooms throughout the map (3 Necris, 1 Liandri), most likely two of the NEC rooms will turn into Liandri rooms.

I've been trying conceptilizing the map through drawings, its working, not amazing, but its how i got this Flak room, though in all fairness i started with this crazy (wish i could scan it) concept for a shield belt/Shock room, but right now its WAY to complicated for me to do.

I might have new rooms in later weeks so, yeah.

Bazzwano
15th Feb 2008, 09:36 PM
Alright, here's DM-Overwatch's Flakroom.
http://img99.imageshack.us/img99/3513/flakroomoq7.th.jpg (http://img99.imageshack.us/my.php?image=flakroomoq7.jpg)

http://img204.imageshack.us/img204/6589/aboveox0.th.jpg (http://img204.imageshack.us/my.php?image=aboveox0.jpg)

This map may someday turn into a Domination map, but its still up in the air.

Any comments on stuff would be great. Oh and i'm trying to figure out what to do abou the railing in the back (like below/infront) of the X, cause you can jump over them and get stuff, so any ideas what i should put in between them?

This map is quite funny really, i started off with a Necris theme, with two rooms and oher crap, decided to do some random stuff, so i have about 4 unconnected rooms throughout the map (3 Necris, 1 Liandri), most likely two of the NEC rooms will turn into Liandri rooms.

I've been trying conceptilizing the map through drawings, its working, not amazing, but its how i got this Flak room, though in all fairness i started with this crazy (wish i could scan it) concept for a shield belt/Shock room, but right now its WAY to complicated for me to do.

I might have new rooms in later weeks so, yeah.

Now this looks promising... but one peice of advised ( you dont have to take it becuase im extremly fussy) put a trim arround the supports, the meshes to the floor like that breaks my #1 rule of mapping, trim everyting, no butt joints.. A good trim for that is the mesh in the LT pacage for supports, its a U shape, I used it arround the supports in the flak room of my map..

Mr. UglyPants
16th Feb 2008, 08:20 AM
Thanks, I'm trying, i just don't really understand how triming works, i always seem to screw it up.

And i have to thank you Bazzwano and Safeguard for the idea of conceptualizing rooms, it seriously works.

Mr. UglyPants
17th Feb 2008, 01:55 PM
Nobody else wants to bother to comment or give advise?

Anyone willing to give some help on room design, maybe just do some paint drawings overtop of these, for i'm not that great, and i just wanna know what you guys think would work good.

http://img138.imageshack.us/img138/9990/anythingow0.th.jpg (http://img138.imageshack.us/my.php?image=anythingow0.jpg)
Here i'm planning to have this be a large openning to large multi-tiered room (well two floors really), should i carry on with the same style of arches for this doorway as well?

http://img156.imageshack.us/img156/3060/helpcr0.th.jpg (http://img156.imageshack.us/my.php?image=helpcr0.jpg)
Just ideas on stuff i can fix, i'm still confused by the trimming, I'm considering if that little room will lead off to an underground complex of sorts (i have found these amazing concept pictures from the Riddick game that would work quite well). Any thoughts?

UP

Bazzwano
18th Feb 2008, 04:09 PM
Thanks, I'm trying, i just don't really understand how triming works, i always seem to screw it up.

And i have to thank you Bazzwano and Safeguard for the idea of conceptualizing rooms, it seriously works.

are yes.. i just draw a shell and think about what meshs I hav to work with and draw it it... helps me to add the max details that I can. good to hear its helping

Bazzwano
18th Feb 2008, 04:17 PM
Nobody else wants to bother to comment or give advise?

Anyone willing to give some help on room design, maybe just do some paint drawings overtop of these, for i'm not that great, and i just wanna know what you guys think would work good.

http://img138.imageshack.us/img138/9990/anythingow0.th.jpg (http://img138.imageshack.us/my.php?image=anythingow0.jpg)
Here i'm planning to have this be a large openning to large multi-tiered room (well two floors really), should i carry on with the same style of arches for this doorway as well?

http://img156.imageshack.us/img156/3060/helpcr0.th.jpg (http://img156.imageshack.us/my.php?image=helpcr0.jpg)
Just ideas on stuff i can fix, i'm still confused by the trimming, I'm considering if that little room will lead off to an underground complex of sorts (i have found these amazing concept pictures from the Riddick game that would work quite well). Any thoughts?

UP

Hehe Ill do this for you... i'm at work and dont have a scanner so ill have to use paint... but would be fun to help

T2A`
18th Feb 2008, 04:37 PM
Mr. UglyPants: Slainchild causally said something in some thread a couple weeks ago that opened my eyes somewhat as to how level design is supposed to go. It seems so obvious but I'd never thought of it before and thus could never make any brush layout I made look good.

He basically said that meshes aren't supposed to be placed/hung on brushes as enhancements but are supposed to be replacements for the brushes wherever possible. That's not to say that every brush should be replaced, but doing so with a good portion of them will keep the gameplay scale intact and keep the visuals from being too repetitive (in theory). I can see by those screenshots that you're going the "enhancement" route by sticking meshes onto existing brushes. Going about it in the other way will probably look better as well as give you more ideas on how to get things going. :-)

Bazzwano
18th Feb 2008, 04:38 PM
Nobody else wants to bother to comment or give advise?

Anyone willing to give some help on room design, maybe just do some paint drawings overtop of these, for i'm not that great, and i just wanna know what you guys think would work good.

http://img138.imageshack.us/img138/9990/anythingow0.th.jpg (http://img138.imageshack.us/my.php?image=anythingow0.jpg)
Here i'm planning to have this be a large openning to large multi-tiered room (well two floors really), should i carry on with the same style of arches for this doorway as well?

http://img156.imageshack.us/img156/3060/helpcr0.th.jpg (http://img156.imageshack.us/my.php?image=helpcr0.jpg)
Just ideas on stuff i can fix, i'm still confused by the trimming, I'm considering if that little room will lead off to an underground complex of sorts (i have found these amazing concept pictures from the Riddick game that would work quite well). Any thoughts?

UP

Hehe Ill do this for you... i'm at work and dont have a scanner so ill have to use paint... but would be fun to help

did this in my 15 min break CAN SOME ONE TELL WHAT HOW TO TAG THIS SMALLER???
http://img99.imageshack.us/img99/5694/helpcr0rf3.jpg

Bazzwano
18th Feb 2008, 04:46 PM
Mr. UglyPants: Slainchild causally said something in some thread a couple weeks ago that opened my eyes somewhat as to how level design is supposed to go. It seems so obvious but I'd never thought of it before and thus could never make any brush layout I made look good.

He basically said that meshes aren't supposed to be placed/hung on brushes as enhancements but are supposed to be replacements for the brushes wherever possible. That's not to say that every brush should be replaced, but doing so with a good portion of them will keep the gameplay scale intact and keep the visuals from being too repetitive (in theory). I can see by those screenshots that you're going the "enhancement" route by sticking meshes onto existing brushes. Going about it in the other way will probably look better as well as give you more ideas on how to get things going. :-)

quite true. to some extent, bring up safeguard in the editior and press w to hide meshes.. the center hall competly opens up to the side walls, and nothign in the middle... good exsample of this

Mr. UglyPants
18th Feb 2008, 05:55 PM
I'm trying, i definatly understand how with UT3 its more for replacing BSP with SM, i'm still just trying to even do a good BSP level.

OMG, thanks a ton Bazzwano, wow that makes so much sense, Can't see how i was so silly as to not see that, than again, guess it takes years of mapping to see.
Kind of funny, but i had already started working on (before seeing this post) on that part where you said to hallow it out and put lights in it, did it a weirder way, your way seems to make more sense.


Just two things, i can't make out the words that for the yellow globes and word that is in between the grey dashes.

Also, what is anyones thoughts on the 4 crates? I know they don't fit in that well, but i haven't a clue what to replace them with.

Bazzwano
18th Feb 2008, 08:02 PM
OMG, thanks a ton Bazzwano, wow that makes so much sense, Can't see how i was so silly as to not see that, than again, guess it takes years of mapping to see.


lol safguard was my first map (first time using Ue3 also)... but i have experience using the editors in the past for editing existing levels, mainly for better bot pathing... i think its just a creative thing

stupid ms paint going fuzzy, the only words there are, windows, support,, trim, display, subtract

ummm my idea for the "yellow globs" they are just lights in the subtracted area that you can even put a grill over, should make a good effect

evilmrfrank
18th Feb 2008, 08:04 PM
Very WIP and only worklights are used for now. Also, textures may be changed later on and some deco will becomes static meshes.

It will be a 5vs5 CTF-map with a more oldskool layout. Don't like big CTF-maps at all (i'm more a Quake3-player) so thats why i'm aiming for a more smaller map with alot of ''face-to-face''-action. The basic layout is done and right now i'm detailing the map and playing with textures/deco's. This map will use a lot of custom content and it will be a construction area-styled theme.

What you see here is the flag-room of a team. (those red trims are my work-textures for entrances/doorways etc)

http://img220.imageshack.us/img220/806/wip1leftsidexm3.th.jpg (http://img220.imageshack.us/my.php?image=wip1leftsidexm3.jpg)
http://img169.imageshack.us/img169/352/wip1misc1ve1.th.jpg (http://img169.imageshack.us/my.php?image=wip1misc1ve1.jpg)
http://img169.imageshack.us/img169/111/wip1rightsidenz3.th.jpg (http://img169.imageshack.us/my.php?image=wip1rightsidenz3.jpg)
http://img220.imageshack.us/img220/316/wip1entrancesku3.th.jpg (http://img220.imageshack.us/my.php?image=wip1entrancesku3.jpg)


This really reminds me of Team Fortress 2 so far :) Perhaps because of the lighting, even though its only temporary, or because of the simplistic look. Looks good so far.

bignick0193
18th Feb 2008, 08:16 PM
nice maps guys can one of you please show me a detailed video or page on how to make maps? I resarched everything that made sense to search but couldn't find any of it useful. I made a little square with a hydrant and I'm now stuck

Bazzwano
18th Feb 2008, 09:09 PM
nice maps guys can one of you please show me a detailed video or page on how to make maps? I resarched everything that made sense to search but couldn't find any of it useful. I made a little square with a hydrant and I'm now stuck

everything i know was self tought, and from watching the DVD videos. just add subtract, and learn, basic lighting and from there you will be fine.. the DVDs cover the basics

T2A`
18th Feb 2008, 09:22 PM
UT3 VTMs (http://www.utforge.com/index.php?page=31)

Hourences has a book (http://www.hourences.com/book/bookorder.htm) out about it, but I think it talks about things mostly from a theoretical point of view.

bignick0193
18th Feb 2008, 09:27 PM
thank you I messed around some more and figured out some more things. All i can say is for people that just got and are having problems like me never give up and practice, practice, practice. thats what I've been doing and its starting to work

ShredPrince
18th Feb 2008, 09:47 PM
Are you accepting donations as motivation to finish Acquisition? Doesn't seem like the online player count is motivation enough. :p

Yes, send your donations to:

ShredYOOOOOO Productions
8675309 Ghetto Ln
Atlanta GA 8675309

evilmrfrank
18th Feb 2008, 10:31 PM
Most of the designers who have been around for quite a while are entirely self taught. In a way I would suggest you learn most of it on your own as you will likely learn it a bit better that way but a lot of things such as how to make movers, or just tips on using basic lighting might be better to find a tutorial for. Best way to do lighting when your starting out though is to just open up stock maps and see how they do it and the techniques that are used. Every map uses different techniques so just pick which ever is easiest for you and go with it.

ShredPrince
18th Feb 2008, 10:54 PM
Most of the designers who have been around for quite a while are entirely self taught. In a way I would suggest you learn most of it on your own as you will likely learn it a bit better that way but a lot of things such as how to make movers, or just tips on using basic lighting might be better to find a tutorial for. Best way to do lighting when your starting out though is to just open up stock maps and see how they do it and the techniques that are used. Every map uses different techniques so just pick which ever is easiest for you and go with it.

QFT

Juggalo Kyle
22nd Feb 2008, 11:18 PM
Another updated shot of my map. Ran through the editor.

http://img444.imageshack.us/img444/8686/99131983kh7.jpg

Kantham
23rd Feb 2008, 12:02 AM
http://aycu39.webshots.com/image/45678/2003245132158912622_rs.jpghttp://aycu30.webshots.com/image/45109/2003254117068835816_rs.jpg
http://aycu29.webshots.com/image/44508/2003265323023763872_rs.jpg

I decided to remake it since the whole complexity of the level made it interesting to play in UT2004. Most of the gameplay has changed, like I added 2 tunnels on each side, you can see them on the second screen, the other is almost facing it on the other side, and the stupid "Not so obvious" camp room just above the flag is gone.

I know the buildings could use a little more variation but I really like it the way it is right now. And yes I ported the map using the XP's converter. It was quite a mess to rearrange all the brushing, it's now that I see how I improved after the years.

And don't worry, the screenshots you seen are using fake light preview, resulting the huge flashy roofs and stuff.

Sjosz
23rd Feb 2008, 10:02 AM
Another updated shot of my map. Ran through the editor.
*picture*

That ain't half bad looking Kyle!

Juggalo Kyle
23rd Feb 2008, 12:12 PM
Thank ya sir. But it's far from done. :)

LtClifff
26th Feb 2008, 12:51 PM
http://server6.theimagehosting.com/image.php?img=My Map 2 Pic (1).jpg
http://server6.theimagehosting.com/image.php?img=My Map 2 Pic (3).c56.jpg
http://server6.theimagehosting.com/image.php?img=My Map 2 Pic (5).jpg
http://server6.theimagehosting.com/image.php?img=My Map 2 Pic (6).jpg

This is the second real map i have made for anything and at the moment is in beta 1 stage. It is actually a bit different to the shots now with changes to lighting and more staticmeshes. It hasn't been annonced here but you can find it at epic forums if you want.

ne_skaju
26th Feb 2008, 01:54 PM
http://aycu29.webshots.com/image/44508/2003265323023763872_rs.jpg



I hope in final version there wont be so much bloom.

Juggalo Kyle
1st Mar 2008, 12:04 PM
Small visual update on my map. I'll have a beta out sooner or later.

http://img523.imageshack.us/img523/2636/screenshot00013dj7.jpg

ZOMGS OUTGROWTH! (not completed)
http://img523.imageshack.us/img523/1869/screenshot00014fs5.jpg

Daodan
1st Mar 2008, 12:35 PM
Looks hawt. :)

Mr. UglyPants
1st Mar 2008, 01:36 PM
That poor tree.

_Lynx
1st Mar 2008, 06:04 PM
Very WIP and only worklights are used for now. Also, textures may be changed later on and some deco will becomes static meshes.

It will be a 5vs5 CTF-map with a more oldskool layout. Don't like big CTF-maps at all (i'm more a Quake3-player) so thats why i'm aiming for a more smaller map with alot of ''face-to-face''-action. The basic layout is done and right now i'm detailing the map and playing with textures/deco's. This map will use a lot of custom content and it will be a construction area-styled theme.

What you see here is the flag-room of a team. (those red trims are my work-textures for entrances/doorways etc)

http://img220.imageshack.us/img220/806/wip1leftsidexm3.th.jpg (http://img220.imageshack.us/my.php?image=wip1leftsidexm3.jpg)
http://img169.imageshack.us/img169/352/wip1misc1ve1.th.jpg (http://img169.imageshack.us/my.php?image=wip1misc1ve1.jpg)
http://img169.imageshack.us/img169/111/wip1rightsidenz3.th.jpg (http://img169.imageshack.us/my.php?image=wip1rightsidenz3.jpg)
http://img220.imageshack.us/img220/316/wip1entrancesku3.th.jpg (http://img220.imageshack.us/my.php?image=wip1entrancesku3.jpg)

This one really reminds me of original UT levels like Stalwart, Crane and iirc Unreality

Mr. UglyPants
1st Mar 2008, 09:21 PM
I'll give you guys an update later this week on the progress of Overwatch.

Mr. UglyPants
4th Mar 2008, 11:08 AM
Alright, my update to Overwatch.

Mostly did a bunch of new meshes for corridors and tunnels, and Ignotium has helped with lighting and other small things.

http://img122.imageshack.us/img122/5334/overwatchub4.th.jpg (http://img122.imageshack.us/my.php?image=overwatchub4.jpg)
http://img184.imageshack.us/img184/884/overwatchcorrdiorexitmq8.th.jpg (http://img184.imageshack.us/my.php?image=overwatchcorrdiorexitmq8.jpg)
http://img519.imageshack.us/img519/8640/overwatchflakroomqz5.th.jpg (http://img519.imageshack.us/my.php?image=overwatchflakroomqz5.jpg)
http://img519.imageshack.us/img519/7030/overwatchrocketroomji8.th.jpg (http://img519.imageshack.us/my.php?image=overwatchrocketroomji8.jpg)

As always, any constructive criticism would be helpful.

Kantham
4th Mar 2008, 01:00 PM
... And don't worry, the screenshots you seen are using fake light preview, resulting the huge flashy roofs and stuff.

I hope in final version there wont be so much bloom.


Reading the text with screens is a good thing!

Bazzwano
5th Mar 2008, 08:32 PM
Im thinking of doing a Remake of CTF-Dreary as my next map

Mr. UglyPants
5th Mar 2008, 09:14 PM
CTF-Dreary eh? Is there a Ut2k4 version?

Bazzwano
5th Mar 2008, 09:27 PM
CTF-Dreary eh? Is there a Ut2k4 version?
there was but it wasnt that good, and if i were to remake, it doesnt matter wat version I go from because its only a remake in turms of layout.. everything else I make my own.. may even change layout

heres it in UT1
http://www.utcracker.nm.ru/Shots/CTF-Dreary.jpg

Mr. UglyPants
5th Mar 2008, 10:09 PM
Glad to hear, though i tried a few matches of it (the version i have) in 2k4, it has potential, but i really hope you add to the layout, maybe shorten it or add more pathes. Either way, Good Luck Bazzwano.

Ah whatever. So does any like the new screens for Overwatch?

Bazzwano
5th Mar 2008, 10:24 PM
Glad to hear, though i tried a few matches of it (the version i have) in 2k4, it has potential, but i really hope you add to the layout, maybe shorten it or add more pathes. Either way, Good Luck Bazzwano.

Ah whatever. So does any like the new screens for Overwatch?

yeh, it wasnt that fun was it... hmm but maybe i could fix that... if i chose to map it, I wouldnt add a path though

Um you didnt add some of the meshes I sugested, so heres a tip... Try to show as little BSP as posible and definatly DO NOT show a corner of BSP, put a mesh on it hahah

Juggalo Kyle
6th Mar 2008, 12:25 AM
Moar Tree EXPLOSION!!!! (and some screenshots)

http://img247.imageshack.us/img247/9066/tree1wq8.jpg

http://img512.imageshack.us/img512/5201/tree2re1.jpg

Larkin
6th Mar 2008, 04:27 AM
Um you didnt add some of the meshes I sugested, so heres a tip... Try to show as little BSP as posible and definatly DO NOT show a corner of BSP, put a mesh on it hahah


NO!!! This is wrong. I hope you are joking because if not it is clear to me you have no idea how to correctly use meshes. Spamming meshes just to cover up every little inch of BSP is just simply wrong and should never be done just to be done. I don't care if that is how it is done in UT3, to me that is no way to map or design any kind of art. First and foremost a map is to be played and designed to do just that. The art of a map is supposed to follow a theme and the creator of such a map is supposed to use meshes correctly as to create a place that can be believed to be real. Real places don't have detail everywhere you look but instead in places that makes sense for the use of that area. If it needs pillars to hold up the building use them correctly, don't spam them to fill a area. If it needs boxes because it is a warehouse put them near doors or places that make sense for them to be there don't spam them randomly in your building with no real reason or way they are there. Places you design need to make sense and spamming meshes just to cover up bsp almost always gets away from that.

Mr. UglyPants
6th Mar 2008, 10:13 AM
yeh, it wasnt that fun was it... hmm but maybe i could fix that... if i chose to map it, I wouldnt add a path though

Um you didnt add some of the meshes I sugested, so heres a tip... Try to show as little BSP as posible and definatly DO NOT show a corner of BSP, put a mesh on it hahah

Yeah, i've been meaning too, i just keep getting sidetracked with other sections of the map.

Mr. UglyPants
6th Mar 2008, 11:40 AM
http://img107.imageshack.us/img107/5936/overwatchlinkgunroomlv6.th.jpg (http://img107.imageshack.us/my.php?image=overwatchlinkgunroomlv6.jpg)

My Link Gun room, obviously modelled off of the Shock room in DM-Rankin, but thats were the the similarities end. Well not really, some other suff may look Rankin-ish but whatever.

Bazzwano
6th Mar 2008, 01:55 PM
NO!!! This is wrong. I hope you are joking because if not it is clear to me you have no idea how to correctly use meshes. Spamming meshes just to cover up every little inch of BSP is just simply wrong and should never be done just to be done. I don't care if that is how it is done in UT3, to me that is no way to map or design any kind of art. First and foremost a map is to be played and designed to do just that. The art of a map is supposed to follow a theme and the creator of such a map is supposed to use meshes correctly as to create a place that can be believed to be real. Real places don't have detail everywhere you look but instead in places that makes sense for the use of that area. If it needs pillars to hold up the building use them correctly, don't spam them to fill a area. If it needs boxes because it is a warehouse put them near doors or places that make sense for them to be there don't spam them randomly in your building with no real reason or way they are there. Places you design need to make sense and spamming meshes just to cover up bsp almost always gets away from that.
hmmm i dont wana get into the itty gritty, but if you are going for a high quality map, and you have areas with brightly lit BSP, depending on the texture in use it does not look very good. thats why detail is not required on the walls and floor as these are often dim. It annoys me how people talk this crap about too many meshes sticking out etc for players to get stuck on.. it makes you sound like you have never made a map. becuase you just end up setting meches to collide weapons only them map out collision so that the player can glide arrcos the walls. anyway. im not going to argue.. enogh from me.

Hourences
8th Mar 2008, 11:56 AM
http://users.pandora.be/Hourences/unrealsky.jpg


Been playing ONP again lately and it made me want to turn UT3 into something more Unrealish (tentacle loving goths <> Unreal).
So I tried to replicate an original Unreal sky in UT3, this is only 5 hours work yet. Two layers of clouds, the clouds change shape a little to simulate wind and stuff. The stars only appear occasionally, when the clouds open up for a few seconds, then they disappear again.
Three suns, 1 moon/planet.
The whole thing is very dynamic, everything moves. The suns rotate, clouds fade over suns and moons, etc.

I will prolly dump this online when I am done with it so any mapper can download it and use it as a premade sky thing.

Mr. UglyPants
8th Mar 2008, 01:37 PM
Whoa, nice sky Hourences.

fuegerstef
8th Mar 2008, 01:43 PM
Next sequel they should hire Hourences as project leader for a UT game. He knows the Unreal feel.

Melvin
8th Mar 2008, 03:49 PM
In the 2nd screen, the clouds looks a bit aquarelle-ish. Really like to see it moving tho. Maybe a video or the whole package? :D

Tweakd
8th Mar 2008, 05:27 PM
I will prolly dump this online when I am done with it so any mapper can download it and use it as a premade sky thing.

Your the man ;)

Hourences
8th Mar 2008, 06:30 PM
http://users.pandora.be/Hourences/screenshot3.jpg

Beta release, unless someone complains, this will be the real release. Will launch for real in two days or whenever the rest of my upcoming update is done.

http://files.filefront.com/HourUnrealSkyzip/;9780681;/fileinfo.html

-Clouds move in 2 base layers with 6 distortion layers behind
-Clouds have subtle distortion for wind simulation
-Clouds sometimes open up and you can see the stars behind
-Suns rotate and have subtle clouds on top, same for the moon
-The mountains on the horizon receive shadows from the clouds going over

Free for use, credit me and my site when you use it.

Level also has some sunlights you can use if you want a decent light setup to start with.

The mountains in the distance are backup mountains, you should place 3D mesh rocks around the level. The stuff on the horizon is just back up in case you can look quite far, but they dont look as good as real 3D mountainsl.

7 Hours of work, the whole thing.

Try post processing on the stuff, it looks great if you modify the colors slightly and get a reddish version, or a blueish one.

Mr. UglyPants
8th Mar 2008, 11:01 PM
If i ever become a more competent mapper, I'll defiantly use that sky.

Phopojijo
8th Mar 2008, 11:21 PM
No offence Hourences of course -- it looks awesome -- albeit from the screenshots you took it appears as if you could have used just a bit higher resolution. See just a minor amount of texture artifacting from being stretched too far.

Wowbagger
9th Mar 2008, 04:43 AM
http://users.pandora.be/Hourences/screenshot3.jpg

Beta release, unless someone complains, this will be the real release. Will launch for real in two days or whenever the rest of my upcoming update is done.

http://files.filefront.com/HourUnrealSkyzip/;9780681;/fileinfo.html

-Clouds move in 2 base layers with 6 distortion layers behind
-Clouds have subtle distortion for wind simulation
-Clouds sometimes open up and you can see the stars behind
-Suns rotate and have subtle clouds on top, same for the moon
-The mountains on the horizon receive shadows from the clouds going over

Free for use, credit me and my site when you use it.

Level also has some sunlights you can use if you want a decent light setup to start with.

The mountains in the distance are backup mountains, you should place 3D mesh rocks around the level. The stuff on the horizon is just back up in case you can look quite far, but they dont look as good as real 3D mountainsl.

7 Hours of work, the whole thing.

Try post processing on the stuff, it looks great if you modify the colors slightly and get a reddish version, or a blueish one.

Absolutely gorgeous :tup: :)

Hourences
9th Mar 2008, 05:11 AM
No offence Hourences of course -- it looks awesome -- albeit from the screenshots you took it appears as if you could have used just a bit higher resolution. See just a minor amount of texture artifacting from being stretched too far.

Clouds itself are 2048, cant go much higher. I think you are seeing distortion artifacts in the clouds.

Wail of Suicide
9th Mar 2008, 05:16 AM
Next sequel they should hire Hourences as project leader for a UT game. He knows the Unreal feel.

Agreed.

And that sky is just awe-inspiring. Makes you realize what this engine is capable of.

fuegerstef
9th Mar 2008, 05:34 AM
Agreed.

And that sky is just awe-inspiring. Makes you realize what this engine is capable of.

And that there actually was color in earlier days.

virgo47
9th Mar 2008, 06:12 AM
Downloaded, awesome.

haslo
9th Mar 2008, 07:09 AM
Wow, awesome sky indeed.

Kantham
12th Mar 2008, 10:06 PM
Still working on it. Still very WIP.

http://aycu26.webshots.com/image/46185/2005257035373157977_rs.jpg http://aycu35.webshots.com/image/45954/2005272948763224555_rs.jpg
http://aycu35.webshots.com/image/48234/2005282812121062358_rs.jpg http://aycu35.webshots.com/image/48954/2001750506386190852_rs.jpg

The purple line is a fly-by Spaceship using kismet/matinee. It's really cool, but very distractive too. I used a avalanche wave sound from the retail audio packages. It sounds as if the ship pass by really close with the fire and distortion effect.
I'm not too proud of the tunnel look, I may change it.

I had previously decided to never post another WIP of my incoming projects due to the fact that you're never 100% sure if it's going to be ended, I am actually surprised I keep this up. :shy:

Juggalo Kyle
12th Mar 2008, 11:56 PM
Some more pictures from my WIP. Labeled DM-Judgement

Not quite sure when I'll have a beta out.

http://img515.imageshack.us/img515/3472/judge1in7.jpg
http://img515.imageshack.us/img515/6426/judge2ul3.jpg


And yes, there are UT2k4 meshes in use. UT3 just doesn't have enough assets. :(

Anuban
13th Mar 2008, 12:08 AM
Wow Kantham that looks really good ... I mean really really good ... even better than Atlas City and that's my favorite VCTF level hands down. In fact I pretty much only play that one lately. Atlas City is straight up kiss aZZ and if this is better than that then Epic should hire you on the spot. :D

Nice level JK ... looking good for your first UT3 one. I'll be looking forward to a beta with bot support. :)

Mr. UglyPants
14th Mar 2008, 02:53 PM
Great stuff Kantham, same with you Juggalo Kyle.

Kantham
14th Mar 2008, 03:19 PM
Okay, last update for a while.

http://aycu24.webshots.com/image/45703/2004838423866096457_rs.jpg http://aycu36.webshots.com/image/46235/2004804427380199619_rs.jpg
http://aycu24.webshots.com/image/49223/2004821424072982557_rs.jpg http://aycu36.webshots.com/image/47955/2004851402867626748_rs.jpg

I just changed the tunnel completely with custom content. I think that'll do it, I had to re-import the elevation part many times to-readjust since the tunnel is entirely made in multiple part and not as one. I also carefully added dynamic lights under the lights to give it the result I wanted, I don't think it's going to hit the frame rates too much either, especially for the fact that the tunnel is the only thing being rendered when you're in it.

Oh and playing with the matinee animation of that ship is a pain in the very ass.

[VaLkyR]Anubis
15th Mar 2008, 05:45 PM
Looks awesome the stuff of Kantham and Juggalo Kyle,really.:tup:

Vaskadar
19th Mar 2008, 07:50 PM
Name: DM-Downfall
Version: Alpha 1 [WIP]
Compatibility: No Mods, 1.2 Patch
Description: A radical, yet fun layout for a deathmatch map. Screens just won't do justice to the gameplay because this is just an undecorated version where I can alter the layout easily. Even an above screenshot wouldnt help you see the layout.
Comments: Bot support, all the gameplay basics.
Download: DM-Downfall Alpha 1 (http://files.filefront.com/DM+Downfallzip/;9850382;/fileinfo.html)

Sorry about the lack of visuals. I just thought I'd post in here because this is a WIP thread, and I need all the help I can get with layout.

Mr. UglyPants
19th Mar 2008, 08:11 PM
Retro is really coming along nicely Kantham.

Cryosis
20th Mar 2008, 03:15 PM
War-Collapse
These are some current shots of my first map in unreal:

http://www.cryosis.com/levels/collapse/images/Basement.jpg
http://www.cryosis.com/levels/collapse/images/Intro.jpg
http://www.cryosis.com/levels/collapse/images/ControlT.jpg

And with that I will go ahead and state that I'm going to scrap this and restart that map (or restart most of it) due to:

A: Not enough prototyping, there are LOS issues and massive scale issues
B: Has little or no variation for verticle combat (I want a little at least even though it's a War map)
C: Suffers in the realm of thematic consistency, I used lots of stuff from many packages, taking up lots of memory and finding out nothing really flows together very well...

I'm going to restart work on this on later.. right now I'm focusing on a DM map that will fall more in my scope of capability and time.

Slainchild
20th Mar 2008, 03:26 PM
:tup:

T2A`
20th Mar 2008, 06:00 PM
DM-DownfallThis is actually a really neat concept but the layout needs work. Rather than one center area surrounded by a gap and smaller rooms, you should split it up so the layout is more spread out while keeping the gaps in play.

Mr. UglyPants
20th Mar 2008, 06:08 PM
Cryostasis, work on the floor textures (Break them up with other meshes or textures and stuff) as well as wall meshes, build LOTS of kind of complex mesh machine things, the 2nd screen is real good.

But again, BREAK UP THE FLOOR TEXTURES!


Also, is anyone ever going to import and bring over all the GoW StaticMeshes and Textures and all other editor stuff. Cause that stuff would be awesome.

Vaskadar
21st Mar 2008, 05:44 PM
This is actually a really neat concept but the layout needs work. Rather than one center area surrounded by a gap and smaller rooms, you should split it up so the layout is more spread out while keeping the gaps in play.

How would I do this? I was trying to stick to the original layout, the layout of AuToMaTiKs 2, but I deviated from that a bit. What would I do to make it more "Broken up" into sections? I could make an exterior gap leading to other areas of the map, because there isn't enough flat space on the map as is... if you'd like.

T2A`
21st Mar 2008, 05:53 PM
I dunno. Maybe instead of one main area there can be two, which spreads out the layout more and could allow for less teleports and more jumps.

p3rplx3d
22nd Mar 2008, 01:49 AM
here are some shots of a CTF map in-progress.

http://www.p3rplx3d.com/media/maps/screens/UT3map01sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map01.jpg)

http://www.p3rplx3d.com/media/maps/screens/UT3map02sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map02.jpg)

http://www.p3rplx3d.com/media/maps/screens/UT3map03sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map03.jpg)

http://www.p3rplx3d.com/media/maps/screens/UT3map04sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map04.jpg)

lighting needs work. little dark at the moment.

CTF-Collusion is the current name.

added a couple more. this is the enterance to the blue base.

http://www.p3rplx3d.com/media/maps/screens/UT3map05sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map05.jpg)

http://www.p3rplx3d.com/media/maps/screens/UT3map06sm.jpg (http://www.p3rplx3d.com/media/maps/screens/UT3map06.jpg)

dura1198
22nd Mar 2008, 05:40 PM
here are some shots of a CTF map in-progress.

lighting needs work. little dark at the moment.

CTF-Collusion is the current name.

added a couple more. this is the enterance to the blue base.



Looks promising p3rp! Great to see another CTF map coming.

DazJW
25th Mar 2008, 07:28 AM
Something I knocked up yesterday:
http://i87.photobucket.com/albums/k141/DazJW/Unreal%20Engine/Chainsaw_NTX_RRender.jpg

Ingame Video (http://uk.youtube.com/watch?v=VqHCJkKCKAs) - Ingame 1 (http://i87.photobucket.com/albums/k141/DazJW/Unreal%20Engine/Chainsaw_NTX.jpg) - Ingame 2 (http://i87.photobucket.com/albums/k141/DazJW/Unreal%20Engine/Chainsaw_NTX1.jpg)

Just swapped it in for the Impact Hammer to try it ingame.
Not finished with the model yet, but the shape is there, and obviously isn't textured or anything yet. I've smoothed off alot of edges since I took the screenshots (the updated version is in the, sadly YouTube quality, video).
Then there's the FPV arms, animations, etc.

Mr. UglyPants
25th Mar 2008, 04:41 PM
the first ingame picture, it looks way too close to the screen

DazJW
26th Mar 2008, 05:18 AM
The picture has had the top and left culled by the way, it's just of the bottom right of the screen.

Kantham
28th Mar 2008, 11:50 PM
Haven't been working on it much in the week, but a lot tonight. I tried to change the direction sing color because it looked odd all green with the different colored ads around, so to say, out of place. The whole duplicate was better than I expected, and assigning the colors took less time than I expected.

I also changed the window on the side buildings, it looks way more mature that way. Basically almost everything took a nice road since I worked on it. The main issue with the level may be the fact that those catwalks are too thin.

Anyway... I has a colors!

http://aycu15.webshots.com/image/50174/2005993652624798685_rs.jpg http://aycu06.webshots.com/image/48005/2005926275276984737_rs.jpg
http://aycu11.webshots.com/image/48130/2005998373024694465_rs.jpg http://aycu21.webshots.com/image/51100/2005959212549024692_rs.jpg

Numb51
29th Mar 2008, 12:10 AM
I'm Working on Decorating Apex. Here is the belt room.

after (http://s29.photobucket.com/albums/c284/Axxon62/Apex/?action=view&current=possible1.jpg)

It used to look like this about a day ago.

before (http://s29.photobucket.com/albums/c284/Axxon62/Apex/?action=view&current=beforepossible1.jpg)

Kantham
29th Mar 2008, 08:46 AM
:eek:

UBerserker
29th Mar 2008, 08:57 AM
Retro is sexy. Me wants it.

Mr. UglyPants
29th Mar 2008, 10:52 AM
:eek:

Yeah, same thing.

Goldfenix
29th Mar 2008, 11:08 AM
Still very alpha. Will be a DeathMatch, probably 1 on1.

http://i109.photobucket.com/albums/n70/Goldfenix/Creotoria1.png

Mr. UglyPants
29th Mar 2008, 12:33 PM
WOW!

Kantham
29th Mar 2008, 12:43 PM
Screenshot tags like everyone thank you, looks nice though. Zerg underworld?

Goldfenix
29th Mar 2008, 02:43 PM
kindof, its like the zerg homeworld I guess

All I have made right now is a secret sucluded part of the map where a nidus cannel leads you to this rough trail with the redeemer on the end.

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld1.jpg

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld3.jpg

Here you can see the rough trail easily

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld4.jpg

Slainchild
29th Mar 2008, 04:33 PM
I'll just dump these here.

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00012.jpg

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00013.jpg

Had fun messing with this last night, doubt I will finish it. :p

Can ya guess what it is yet? :-)

Dante
29th Mar 2008, 04:45 PM
Map from Q3, cant remeber the name but, the one where you fight Klesk?

Slainchild
29th Mar 2008, 04:49 PM
Yup thats it. :)

T2A`
29th Mar 2008, 10:37 PM
You should make these maps you're not going to finish "open source" so someone can. :p

Sjosz
30th Mar 2008, 07:04 AM
You should make these maps you're not going to finish "open source" so someone can. :p

You gonna finish it for him? :P

[VaLkyR]Anubis
30th Mar 2008, 10:48 AM
War-Collapse
These are some current shots of my first map in unreal:

http://www.cryosis.com/levels/collapse/images/Basement.jpg
http://www.cryosis.com/levels/collapse/images/Intro.jpg
http://www.cryosis.com/levels/collapse/images/ControlT.jpg

And with that I will go ahead and state that I'm going to scrap this and restart that map (or restart most of it) due to:

A: Not enough prototyping, there are LOS issues and massive scale issues
B: Has little or no variation for verticle combat (I want a little at least even though it's a War map)
C: Suffers in the realm of thematic consistency, I used lots of stuff from many packages, taking up lots of memory and finding out nothing really flows together very well...

I'm going to restart work on this on later.. right now I'm focusing on a DM map that will fall more in my scope of capability and time.
Looks very promising man.:tup:
kindof, its like the zerg homeworld I guess

All I have made right now is a secret sucluded part of the map where a nidus cannel leads you to this rough trail with the redeemer on the end.

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld1.jpg

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld3.jpg

Here you can see the rough trail easily

http://i109.photobucket.com/albums/n70/Goldfenix/ZergWorld4.jpg
Holy Moly Goldfenix,what a nice map,I like the idea!:)
I'll just dump these here.

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00012.jpg

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00013.jpg

Had fun messing with this last night, doubt I will finish it. :p

Can ya guess what it is yet? :-)
WOW,even this map looks very good,but I don't know this map,I never ever played any Quake games.:)

Sjosz
30th Mar 2008, 11:23 AM
http://aycu08.webshots.com/image/51167/2006080664548966485_rs.jpg (http://allyoucanupload.webshots.com/v/2006080664548966485)

(if you don't see what's going on in here, don't worry, neither do I)

Mr. UglyPants
30th Mar 2008, 11:57 AM
I see a map.

Sjosz
30th Mar 2008, 12:43 PM
I see a map.

I think you might be on to something!

Melvin
30th Mar 2008, 01:27 PM
I'll just dump these here.

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00012.jpg

http://img.photobucket.com/albums/v497/Slainchild/Highres_Screenshot_00013.jpg

Had fun messing with this last night, doubt I will finish it. :p

Can ya guess what it is yet? :-)

It's q3tourney3. Looks a bit too large judging from the screenshots.

PsyXandeR
30th Mar 2008, 01:33 PM
(if you don't see what's going on in here, don't worry, neither do I)

Amm, is it just me or this map is sort of ' OMFGzor brush insan1ty' ? It really looks like that and stop abusing innocent additive brushes :D

Anyways ... This time i wanted to torture SMs a little bit and here is the result^^ Looks bad and moreover I cannot use this geometry tool for some reason. :( I want 2dShape Ed back!

http://i231.photobucket.com/albums/ee281/aalexanderrr/aalUT3pic1.jpg
http://i231.photobucket.com/albums/ee281/aalexanderrr/AalUT3pic2.jpg

T2A`
30th Mar 2008, 01:35 PM
You gonna finish it for him? :PHell no! I can't even finish my own maps. But someone else might want to. :p

bignick0193
30th Mar 2008, 02:44 PM
I have a question about skys. In SC's and Goldfenix and many others the have a sky in the background. I know how to make a sky mesh and put it in the map but I have to put up walls so you can't go off the map. The question is is there a way that you don't have to add a wall or something?(Just the sky background) Like on a field level with no walls and all you see is the sky.

Sjosz
30th Mar 2008, 02:47 PM
I have a question about skys. In SC's and Goldfenix and many others the have a sky in the background. I know how to make a sky mesh and put it in the map but I have to put up walls so you can't go off the map. The question is is there a way that you don't have to add a wall or something?(Just the sky background) Like on a field level with no walls and all you see is the sky.

Use a sky mesh and make the sky blend with the 'ground' by having walls, or hills, or a body of water that makes it so you can't see a seam between the two. You will always have to use a skymesh, though.

Mr. UglyPants
30th Mar 2008, 03:40 PM
Unless its totally indoors.

bignick0193
30th Mar 2008, 05:40 PM
Use a sky mesh and make the sky blend with the 'ground' by having walls, or hills, or a body of water that makes it so you can't see a seam between the two. You will always have to use a skymesh, though.

Ok thank you.

Slainchild
30th Mar 2008, 06:10 PM
It's q3tourney3. Looks a bit too large judging from the screenshots.

Seems fine to me...

http://img.photobucket.com/albums/v497/Slainchild/ScreenShot00038.jpg
http://img.photobucket.com/albums/v497/Slainchild/ScreenShot00037.jpg

I made the blue lights less blue.

http://img.photobucket.com/albums/v497/Slainchild/ScreenShot00036.jpg

Mclogenog
30th Mar 2008, 06:48 PM
Or rather, anti-blue.

Nice work, thought, it needs contrast in some way.

evilmrfrank
30th Mar 2008, 09:50 PM
I liked the blue :P

Larkin
30th Mar 2008, 11:02 PM
Oh how about orange in some situations and blue in others.

You know like lets say there is ten kills remaining and the lights go from orange to blue or blue to orange. Would be even better if it was flames.

If this is too much which I imagine it is I would just go with blue. The contrast is very nice with the blue on the orange.

[VaLkyR]Anubis
31st Mar 2008, 10:38 AM
http://aycu08.webshots.com/image/51167/2006080664548966485_rs.jpg (http://allyoucanupload.webshots.com/v/2006080664548966485)

(if you don't see what's going on in here, don't worry, neither do I)
What are you doing there ?:D Seems like this is the main idea of your next map,isn't it.:)
Amm, is it just me or this map is sort of ' OMFGzor brush insan1ty' ? It really looks like that and stop abusing innocent additive brushes :D

Anyways ... This time i wanted to torture SMs a little bit and here is the result^^ Looks bad and moreover I cannot use this geometry tool for some reason. :( I want 2dShape Ed back!

http://i231.photobucket.com/albums/ee281/aalexanderrr/aalUT3pic1.jpg
http://i231.photobucket.com/albums/ee281/aalexanderrr/AalUT3pic2.jpg
Looks good Aalex,but it is kinda empty of meshes,add more meshes to your map,that would make a better design.;)

Kantham
31st Mar 2008, 10:41 AM
Hey Anubis, word of advise; you know you don't have to quote the entire posts including the IMG tags in them?

Sjosz
31st Mar 2008, 01:21 PM
Anubis;2109113']What are you doing there ?:D Seems like this is the main idea of your next map,isn't it.:)


;)

evilmrfrank
1st Apr 2008, 04:11 PM
sneaky

[VaLkyR]Anubis
2nd Apr 2008, 11:51 AM
Hey Anubis, word of advise; you know you don't have to quote the entire posts including the IMG tags in them?
Okidoki!:)
;)
Aha,I knew it!:D

NATO_chrisjm
3rd Apr 2008, 02:39 PM
See Thread (http://forums.beyondunreal.com/showthread.php?p=2111310#post2111310)

http://www.uploadthis.co.uk/uploads/NATO/dm-liverpool.jpg
http://www.uploadthis.co.uk/uploads/NATO/dm-liverpool2.jpg
http://www.uploadthis.co.uk/uploads/NATO/chickenmech.jpg

toniglandyl
6th Apr 2008, 10:30 AM
my first map (looking at the tutorials from the bonus disks at the same time) :)

it is not supposed to be a playable deathmatch or whatever ! it's a simple layout I need for a school project. I just need visibility. (oh and this is just 1 room of the dungeon)

PsyXandeR
6th Apr 2008, 11:13 AM
Damn, I wonder why WE don't have such school projects... :rolleyes:

Vaskadar
22nd Apr 2008, 02:33 PM
I feel that there has been progress made with this map. And I took into consideration a lot of suggestions that make this map different.
http://img187.imageshack.us/img187/4315/screenshot00003dw9.th.png (http://img187.imageshack.us/my.php?image=screenshot00003dw9.png)http://img402.imageshack.us/img402/3820/screenshot00004yp6.th.png (http://img402.imageshack.us/my.php?image=screenshot00004yp6.png)http://img180.imageshack.us/img180/8690/screenshot00001zj6.th.png (http://img180.imageshack.us/my.php?image=screenshot00001zj6.png)

Tell me what can be done to improve upon the visuals. It's intended to be a power terminal for the city of Hyraxis (Liandri Corporation City of some sort) I plan on adding a lot more though to make it more interesting. It's the gameplay that I focused on for so long and forgot to update you guys with the new stuff. I've got a download below for the alpha 3 version. Right now, it's got a lot of BSP showing, and I want to change that without ruining the map.

Edit: As of recent, I completed most of the piston room area. I completed air-lift room, somewhat, but that's pretty much it. I added an emitter (energy) to give you a judgement as to where the death pit begins, and where you fall. I'm not releasing another alpha until the Amp tower is completed. (Tower with U-damage in it) This would have to be my third attempted map in UT3, so I'm getting a little more experienced as I go along. Most of my maps though, are indoors, though.


Amplifier Screeny! (http://i179.photobucket.com/albums/w284/DarkOpsViperX/ScreenShot00005.jpg)
DM-Downfall Alpha 3 (http://files.filefront.com/DM+Downfallzip/;10053238;/fileinfo.html)

Slainchild
3rd Jun 2008, 05:05 PM
Just made a corridor section for something.

http://img.photobucket.com/albums/v497/Slainchild/5c4345ea.jpg

nELsOn
3rd Jun 2008, 05:15 PM
looks nice. for whatever reason this reminds me of one part of Half Life, where you have to power the tram and so on :)

btw - have you gotten my pm? :)

evilmrfrank
3rd Jun 2008, 09:22 PM
Already posted these in another thread but thought I'd drop by and post em here too :D Pics are from a GOW level I'm working on. takes place on a dark stormy light. You can see the lightning coming through the window in the pics. Map is for SP and as I said in the other thread the map is meant to be a little dark but in game it's not near as dark as it is in the pics :D

http://evilmrfrank.com/images/GearsLevel4.JPG

http://evilmrfrank.com/images/GearsLevel2.JPG

Fathed
3rd Jun 2008, 11:39 PM
http://www.wljenkins.com/must4.jpg

Tons of work left on it!

Slainchild
4th Jun 2008, 04:51 AM
looks nice. for whatever reason this reminds me of one part of Half Life, where you have to power the tram and so on :)

btw - have you gotten my pm? :)

Replied.

nELsOn
4th Jun 2008, 07:42 AM
k, thx :)

Already posted these in another thread but thought I'd drop by and post em here too :D Pics are from a GOW level I'm working on. takes place on a dark stormy light. You can see the lightning coming through the window in the pics. Map is for SP and as I said in the other thread the map is meant to be a little dark but in game it's not near as dark as it is in the pics :D

that lightning bit sounds/looks interesting. did you use a dynamic light for it or how did you go about that?

Kantham
4th Jun 2008, 08:53 AM
http://img367.imageshack.us/img367/749/esstal0002layer1xc3.jpg
http://img209.imageshack.us/img209/267/esstal0001layer2nn7.jpg
http://img186.imageshack.us/img186/67/esstal0000layer3dy6.jpg

Mr. UglyPants
4th Jun 2008, 09:04 AM
Nice stuff Kantham, clean and bright... exact opposite of GoW.

Kantham
4th Jun 2008, 09:07 AM
Where there's a sun there's brightness. It's darker in-game.
Don't worry.

evilmrfrank
4th Jun 2008, 10:21 AM
k, thx :)



that lightning bit sounds/looks interesting. did you use a dynamic light for it or how did you go about that?

I used toggleable lights. Big ones for the lightning and a bunch of smaller ones inside the building to create bounce lighting whenever the lightning flashes.

Slainchild
4th Jun 2008, 05:24 PM
http://img.photobucket.com/albums/v497/Slainchild/5a451248.jpg

Kantham
4th Jun 2008, 05:39 PM
Remember the rule - Don't decorate it too much until the gameplay is done. :)

Slainchild
4th Jun 2008, 05:42 PM
I'm just playing around with stuff :)

Layout took me 3 minutes and 32 seconds to scribble down. Nothing serious. ;)

vybz
7th Jun 2008, 02:10 AM
Screenshots of my WIP map, beta is between 90-100 % done hmm I'd say 95 maybe

http://i117.photobucket.com/albums/o52/icapz/ampswamp2.jpg
http://i117.photobucket.com/albums/o52/icapz/upperrocketswip.jpg
http://i117.photobucket.com/albums/o52/icapz/hangmap.jpg

Thrallala
8th Jun 2008, 05:43 AM
http://img247.imageshack.us/img247/1963/94036473ai1.jpg

Plasmadaemon
8th Jun 2008, 06:25 PM
Bright stuff.

For once someone decides to create a nice bright map in UE3 and...

http://i209.photobucket.com/albums/bb309/plasmadaemon/Blooooomd.jpg

... they over do the friggin' bloom. :mad:

(But yeah, that's my only major peeve, the rest looks superb.)

Kantham
8th Jun 2008, 06:33 PM
Knock knock knock (http://forums.beyondunreal.com/showthread.php?t=177799) ;)

Mr. UglyPants
8th Jun 2008, 07:25 PM
http://img.photobucket.com/albums/v497/Slainchild/5a451248.jpg

OMG, a non DM slainchild map... oh woe, what has the world come to!:lol:

Hourences
9th Jun 2008, 05:00 PM
http://www.hourences.com/level2.jpg

Working on singleplay level for my own mod, involving a big ball. This is the room in which the ball is introduced to the player.
All new custom content, relatively low poly to keep the development tempo up.

Few tweaks left for this room, purple lights dont cast enough light for example.

hal
9th Jun 2008, 05:15 PM
:eek:

ds3
10th Jun 2008, 08:39 AM
Working on singleplay level for my own mod

I want this mod already! :D
Its kind of puzzle? Or not?

Few tweaks left for this room, purple lights dont cast enough light for example.
They look like glowing spots atm. Some small lights with same color will be great.

And "volume light" from lower two lights looks strange and unrealistic. Maybe its just me.

Minimaul
10th Jun 2008, 09:58 AM
this stuff is making want to work on my (first) map... I just haven't had the time, stupid work.

evilmrfrank
10th Jun 2008, 10:32 AM
http://www.hourences.com/level2.jpg

Working on singleplay level for my own mod, involving a big ball. This is the room in which the ball is introduced to the player.
All new custom content, relatively low poly to keep the development tempo up.

Few tweaks left for this room, purple lights dont cast enough light for example.

Looks awesome :)

Hourences
10th Jun 2008, 11:00 AM
Yes its puzzle, tho I plan to add action bits later on, after the first release. Kind of Tomb Raider like, 70 percent puzzle, 30 percent fighting.

I will prolly announce it for real by the end of the week when I got more stuff done.

Anyone any objections to the purple lighting? Its quite a controversial color.

Kantham
10th Jun 2008, 11:02 AM
That purple n' red feeling is quite good I must add. So no objections here.

Mclogenog
10th Jun 2008, 11:16 AM
Can't wait to try it Hourences. Purple works, provides contrast without looking unreal CTF red and blue.

Mr. UglyPants
10th Jun 2008, 02:58 PM
Purple and red is awesome. Good combo.

J112
10th Jun 2008, 03:02 PM
Like people have said great combo. Its surprisingly refresing actually imo.

Kaithofis
10th Jun 2008, 04:06 PM
Am I correct in saying that it's a new (perhaps spin-off) version of Metaball? :B

Hourences
10th Jun 2008, 05:11 PM
There are a dozen games like Metaball, they are all derived from each other. Switchball for example, Marble mania kind of as well, and so on. The element they all share is the ball yeah, but to me it's closer to Portal than to all those ball puzzle games.

I usually don't really like those typical ball puzzle games because you have so little control over the ball, and usually you just roll yourself into a hole somewhere.. My approach is to give the player a standard fps character, of which he has maximum control, and have the character mess with the ball. If the ball ends up in a hole or some lava, big deal, just pull it back in. HL2 Gravity gun meets tomb raider meets portal meets metaball.

Most ball games are usually also quite bright, cartoony, and childish. Mine will be dark, slightly less cartoony, and a bit more mature. I dont have the time and manpower to fully develop the theme and background story right now, but the original idea was to have some bloody action bits, which would also be quite satisfactionary btw, killing monsters with a big ball, and some scary elements like a mummified creature that "lives" inside the ball you are playing with.

We are starting simple though..

Kaithofis
10th Jun 2008, 06:38 PM
My assumption was mostly based on the fact that I thought I remembered reading that you had some connections with the mod. I could be very, very wrong though :P
You also summarized perfectly what, I thought, wasn't enjoyable about Metaball. I'm glad to hear you're taking a different approach. Looking forward to it!

Vaskadar
11th Jun 2008, 06:55 AM
http://i179.photobucket.com/albums/w284/DarkOpsViperX/ScreenShot00044.jpg

I don't know why the screenshots are always so dark, the map itself isn't this dark though. =/

Sjosz
11th Jun 2008, 07:06 AM
It is called Photoshop. (and probably visual settings)

Vaskadar
11th Jun 2008, 07:31 AM
Well, the screenshots remain the same brightness no matter what my gamma.

d3tox
11th Jun 2008, 10:37 AM
http://wat.midco.net/dogmeat15/Kryos.JPG

http://wat.midco.net/dogmeat15/DM-Kryos3.jpg

A couple preview screens of myy 3dbuzz entry.

Mr. UglyPants
11th Jun 2008, 11:15 AM
Superb work D3tox. Looks quite awesome.

[VaLkyR]Anubis
11th Jun 2008, 11:21 AM
http://www.hourences.com/level2.jpg

Working on singleplay level for my own mod, involving a big ball. This is the room in which the ball is introduced to the player.
All new custom content, relatively low poly to keep the development tempo up.

Few tweaks left for this room, purple lights dont cast enough light for example.
Impressive!:2thumb:

Sir_Squiggles
11th Jun 2008, 05:38 PM
http://img75.imageshack.us/img75/2643/halfdecolitwx6.th.jpg (http://img75.imageshack.us/my.php?image=halfdecolitwx6.jpg)

Click for biggerer :)

VCTF city in the sky, be done soon at the rate I'm going. Mostly needs more deco now. You might notice I exercised restraint on the bloom :lol:

(Looking forward to that Hourences, without your tutorials I wouldn't be anywhere)

Hourences
22nd Jun 2008, 10:56 AM
YouTube video of The Ball Pehua - first minute of gameplay!

http://www.youtube.com/watch?v=rKziQoBNy4U

Ignotium
22nd Jun 2008, 06:07 PM
for those who like it bloomy

http://static3.filefront.com/images/personal/i/Ignotium/123970/knxbvvdlde.jpg

Mr. UglyPants
22nd Jun 2008, 06:36 PM
nice progression, i just hope it isn't insanely bloody... but right now... it looks majorly awesome.

Slainchild
1st Jul 2008, 03:27 PM
http://img.photobucket.com/albums/v497/Slainchild/772ae7d2.jpg

My 3DBuzz contest entry that I didn't finish... yet. ;)

Mr. UglyPants
1st Jul 2008, 03:48 PM
Wow nice work Slain... can't wait to see it... whenever that is.

vybz
1st Jul 2008, 07:25 PM
Wow nice work Slain... can't wait to see it... whenever that is.

5 months like acquisition I bet!

Kantham
1st Jul 2008, 07:49 PM
http://img78.imageshack.us/img78/2669/reallywiprn9.jpg
Still really really WIP.

Mr. UglyPants
1st Jul 2008, 08:16 PM
Is that a UT3 level or another GoW level (kind of missing the UT3 levels of yours)?

5 months like acquisition I bet!



Well he was getting used to the new engine, testing new stuff and so on.

Kantham
1st Jul 2008, 10:43 PM
http://img366.imageshack.us/img366/3764/orioncj5.jpg

I'm not quite sure how it's going to look as a ship, but the whole level is in-air. I started with the idea of making something similar to VCTF-Satellite, but the ship thing did sound cool once I got the basic chassis made.

It's fun to watch wretches go waaaayyyy down. I promise!

evilmrfrank
2nd Jul 2008, 12:37 AM
Is that a UT3 level or another GoW level (kind of missing the UT3 levels of yours)?





Well he was getting used to the new engine, testing new stuff and so on.

He works on the UE3 at work so I doubt he needed 5 months to learn the new editor :P

Slainchild
2nd Jul 2008, 03:43 AM
Looking good Kantham. Interesting structure. :)

Mr. UglyPants
2nd Jul 2008, 11:23 AM
He works on the UE3 at work so I doubt he needed 5 months to learn the new editor :P

Ah, didn't know his work was with the UE3 engine.

Kantham
2nd Jul 2008, 11:38 AM
Thanks SC, I'll post some new screens later on tonight.

vybz
2nd Jul 2008, 12:01 PM
if you wanna up your mapping game join #unrealed @ quakenet quite a few wise mappers jam there soo you guys know what to do... :p


Here's a video not a screenshot of my wip low poly map http://www.xfire.com/video/ccb6/

Kantham
2nd Jul 2008, 05:17 PM
Serious update.

http://img379.imageshack.us/img379/1802/orioncz3.jpg

J112
2nd Jul 2008, 05:50 PM
Serious update.

O Rly?

Looking good =P

Darkdrium
4th Jul 2008, 01:44 PM
Just started this today. May or may not finish it, depending on how I feel about it as the project grows (I did another yesterday and just quit, because it was bad:/).

No lighting, basic texturing (unfinished) and meshing (unfinished as well), one room. You may or may not know that map...

EDIT: An update (Three hours work, still not finished)

EDIT2: Scale is way off, and the architecture differs too much from the older version. I will restart (Don't worry, I will do this map :))

sneh
8th Jul 2008, 02:05 AM
VCTF-HouseWars
http://www.grozmo.com/housewars1.jpg http://www.grozmo.com/housewars2.jpg
http://www.grozmo.com/housewars3.jpg http://www.grozmo.com/housewars4.jpg
http://www.grozmo.com/housewars5.jpg http://www.grozmo.com/housewars6.jpg lol! :)

ArcadiaVincennes
8th Jul 2008, 06:16 AM
Messin' around with GOW. Still needs some lighting, tweaking, & polish...

http://avld.org/misc/G01.jpg

http://avld.org/misc/G06.jpg

http://avld.org/misc/G07.jpg

LtClifff
8th Jul 2008, 07:17 AM
t.... that looks awesome.... Why not for Ut3 though... :D

good luck... Im sure all GOW owners will love it.

J112
8th Jul 2008, 07:42 AM
Looks v nice, better than some of epic's offerings imo.

Sirius
8th Jul 2008, 09:10 AM
Just started this today. May or may not finish it, depending on how I feel about it as the project grows (I did another yesterday and just quit, because it was bad:/).

No lighting, basic texturing (unfinished) and meshing (unfinished as well), one room. You may or may not know that map...

EDIT: An update (Three hours work, still not finished)

EDIT2: Scale is way off, and the architecture differs too much from the older version. I will restart (Don't worry, I will do this map :))

Oh hell yea! Bridge of Fate!
Please to finish :)

Kantham
8th Jul 2008, 09:35 AM
Messin' around with GOW. Still needs some lighting, tweaking, & polish...

Noice!!

Mozi
8th Jul 2008, 12:02 PM
Messin' around with GOW. Still needs some lighting, tweaking, & polish...



Looking good! Is that for MP or SP?

ArcadiaVincennes
8th Jul 2008, 07:59 PM
Looking good! Is that for MP or SP?

Probably MP. It's dense enough that adding much more probably wouldn't be such a good idea.

Thanks for all the nice things you guys have said,

-AV

evilmrfrank
9th Jul 2008, 12:58 AM
Looks really nice AV :)

Trynant
21st Jul 2008, 07:42 PM
I'm making a Deathmatch map called Ziggurat for the original UT (because my computer doesn't properly handle the UT3 editor :(). The premise is simple: a Ziggurat with four stories (i.e. four blocks stacked on top of one another in decreasing size). Each floor above the first has a hole in it that gets bigger per floor.

Building a workable layout from this premise is not so simple. The main issue is connecting the lower areas with the upper areas so as to not have a constant downward flow. I decided to A) have an exterior to the ziggurat and B)have ramps and stairs in this outer area. It seems to keep things fluid from playing so far.

I've built the basic geometry; everything else (textures, item placement, pathing, details, lighting) needs to be worked on. In other words it looks like ****. Here are some screenies. Note that this is in unlit mode. Hopefully the concept and layout gets across.

http://forums.beyondunreal.com/attachment.php?attachmentid=96125&stc=1&d=1216687349
http://forums.beyondunreal.com/attachment.php?attachmentid=96126&stc=1&d=1216687349
http://forums.beyondunreal.com/attachment.php?attachmentid=96127&stc=1&d=1216687349

NATO_chrisjm
22nd Jul 2008, 06:48 AM
Firefly? in MY UT3?

http://www.uploadthis.co.uk/uploads/NATO/FF002.jpg

And this is ((mostly)) for deco!

Trynant
22nd Jul 2008, 08:35 AM
NATO_chrisjm, you get awesome points for making that.

EDIT: Moved to a new thread. (http://forums.beyondunreal.com/showthread.php?t=178974)Attachments are still here so feel free to take a look at the layout, front, back and inside of this thing.

Thrallala
24th Jul 2008, 06:57 AM
http://img112.imageshack.us/img112/4876/screenshot00189rb9.png

Mr. UglyPants
24th Jul 2008, 07:24 AM
Whoa, nice level Thrallala

Thrallala
24th Jul 2008, 07:30 AM
Whoa, nice level Thrallala

Thanks :)

If you're interested, you can read more about it here http://utforums.epicgames.com/showthread.php?t=617263

Kantham
24th Jul 2008, 11:29 AM
Wide Screen:

http://img292.imageshack.us/img292/9568/orionwptr3.jpg

Normal shots:

http://img165.imageshack.us/img165/2121/orionbeta101ma7.jpg http://img165.imageshack.us/img165/5497/orionbeta102eb0.jpg
http://img292.imageshack.us/img292/7048/orionbeta103ai5.jpg

Slainchild
24th Jul 2008, 11:30 AM
That last shot is a bit sexy.

LtClifff
24th Jul 2008, 03:14 PM
is very sexy... now make it for UT3!!! no... oh well.

Mclogenog
24th Jul 2008, 04:27 PM
now just imagine locust blood spewing and splattering all over that beautiful blue environment...

barballs
26th Jul 2008, 10:24 PM
The beginnings of a Duel level that I got started on today.

Mr. UglyPants
26th Jul 2008, 10:32 PM
How that map fits into the GoW universe i don't know but who cares, it looks awesome.

Kantham
27th Jul 2008, 08:37 AM
How that map fits into the GoW universe i don't know but who cares, it looks awesome.


Lol, finally.

Kantham
30th Jul 2008, 03:14 PM
Here's a quickie I slowly started to work on the other day. It's nothing serious, I just want to achieve something fun to play with a average UT2004-like simplicity. What ruins warfare in UT3 (IMO) is the attention to interior and details. Onslaught has always been about open spaces and simplicity.

http://img168.imageshack.us/img168/9853/quickieil4.png http://img370.imageshack.us/img370/6536/quickie1bl0.png

Mr. UglyPants
31st Jul 2008, 09:28 AM
Wow, great atmosphere Kantham. Look forward to trying it out, since their haven't been ANY good WAR maps cept WAR-Flurrybeta2.

vybz
31st Jul 2008, 11:44 AM
WIP DM-Relinquish

see I R pr0 at blocking volumes http://i117.photobucket.com/albums/o52/icapz/bvpr0.jpg

http://i117.photobucket.com/albums/o52/icapz/ampping.jpg
http://i117.photobucket.com/albums/o52/icapz/facingbelt.jpg
http://i117.photobucket.com/albums/o52/icapz/whataboutthissky.jpg

hal
31st Jul 2008, 11:58 AM
Nice theme.

LtClifff
31st Jul 2008, 12:23 PM
Here's a quickie I slowly started to work on the other day. It's nothing serious, I just want to achieve something fun to play with a average UT2004-like simplicity. What ruins warfare in UT3 (IMO) is the attention to interior and details. Onslaught has always been about open spaces and simplicity.

http://img168.imageshack.us/img168/9853/quickieil4.png http://img370.imageshack.us/img370/6536/quickie1bl0.png


awesome!!! at last another UT3 map by one of the best mappers in the community!

WaitForTheRain
1st Aug 2008, 10:22 AM
Started this map yesterday... still alot of work to do on lighting and general visuals, but though I might as well post a few pictures...

http://i119.photobucket.com/albums/o125/junkieindenial/MapPic1.jpg

http://i119.photobucket.com/albums/o125/junkieindenial/MapPic2.jpg

http://i119.photobucket.com/albums/o125/junkieindenial/MapPic3.jpg

EDIT: The screenshots look much better in the editor than here due to crappy image compresion.

Mclogenog
5th Aug 2008, 11:50 PM
http://i271.photobucket.com/albums/jj125/Mclogenog/Screenshot01-3.jpg

EDIT: Slightly improved trim. A little less busy looking. Enjoy.
http://i271.photobucket.com/albums/jj125/Mclogenog/Screenshot02-4.jpg

More to come

Hourences
6th Aug 2008, 04:47 AM
I would scale up the lava.

Remove the two lamps there because the lava is already sufficient, and if you do want to have lamps, make them blue to counter the lava color.

I would rotate the wood 90 degrees so it follows the direction of the architecture.

And I would have put the warning strip where you have the gray flat metal now, and a trim texture where you have the warning strip now.

Mclogenog
6th Aug 2008, 11:36 AM
Thanks Hourences, just playing around with various trims. I rotated the wood a little while after taking the screenshot and it does look better. I planned on moving the lights, becuase (as you can see) one is place nastily along some trim which is just, well, bad looking. However, I hadn't thought of scaling the lava or swapping the metal trim with the caution trim. Thanks again though.

Kantham
8th Aug 2008, 02:51 PM
Still quite WIP.

http://img291.imageshack.us/img291/7927/atrozonawip10001layer6ff6.th.jpg (http://img291.imageshack.us/my.php?image=atrozonawip10001layer6ff6.jpg) http://img46.imageshack.us/img46/3096/atrozonawip10002layer5nv0.th.jpg (http://img46.imageshack.us/my.php?image=atrozonawip10002layer5nv0.jpg) http://img46.imageshack.us/img46/2008/atrozonawip10003layer4cj3.th.jpg (http://img46.imageshack.us/my.php?image=atrozonawip10003layer4cj3.jpg) http://img291.imageshack.us/img291/73/atrozonawip10004layer3ug4.th.jpg (http://img291.imageshack.us/my.php?image=atrozonawip10004layer3ug4.jpg)

Tweakd
8th Aug 2008, 04:22 PM
Mclogenog i love the look of that. Please tell me it's a competitive duel map! If it is and you need help beta testing send me a pm.

Mclogenog
8th Aug 2008, 04:26 PM
It was, Sjosz persuaded me to make it CTF, and I must admit, it is quite a bit more fun as such. All Beta testing for this map is internal.

Mr. UglyPants
8th Aug 2008, 04:30 PM
Your really into GoW maps aren't you Kantham?

sneh
10th Aug 2008, 09:39 AM
Good map from UT99. Goes well with the Ripper :)

http://www.grozmo.com/ed012.jpg
http://www.grozmo.com/update5a.jpg

Kantham
10th Aug 2008, 09:40 AM
Your really into GoW maps aren't you Kantham?

Pretty much yes. Expect more when GoW2 PC comes out.

WaitForTheRain
10th Aug 2008, 10:39 AM
http://www.grozmo.com/ed012.jpg
http://www.grozmo.com/update5a.jpg

I'm anticipating this now.

Mr. UglyPants
10th Aug 2008, 11:32 AM
That looks fantastic sneh

Sjosz
10th Aug 2008, 12:08 PM
Good map from UT99. Goes well with the Ripper :)

http://www.grozmo.com/ed012.jpg
http://www.grozmo.com/update5a.jpg

Oooh, a contender.

sneh
15th Aug 2008, 02:50 AM
It will be a while off I'm thinking, but always making progress..

(these pics look a bit dark, but its not)
http://www.grozmo.com/GothicAlpha/gothicalpha150808bt.jpg (http://www.grozmo.com/GothicAlpha/gothicalpha150808b.jpg)

http://www.grozmo.com/GothicAlpha/gothicalpha150808at.jpg (http://www.grozmo.com/GothicAlpha/gothicalpha150808a.jpg)

http://www.grozmo.com/GothicAlpha/gothicalpha150808ct.jpg (http://www.grozmo.com/GothicAlpha/gothicalpha150808c.jpg)

Slainchild
15th Aug 2008, 07:04 AM
Whats with the crappy grain filter over everything?

sneh
15th Aug 2008, 07:35 AM
Whats with the crappy grain filter over everything?

.. just mucking around with it, didn't think anyone would even notice (edit: I mean, care)

Ignotium
15th Aug 2008, 08:07 AM
but we do

Tweakd
15th Aug 2008, 09:35 AM
didn't think anyone would even notice

D:

Looks nice if i squint :)

sneh
16th Aug 2008, 07:55 AM
Whats with the crappy grain filter over everything?
but we do
Looks nice if i squint :)

ok ok, wow. And I meant I didn't think anyone would care, obviously I'm wrong LOL!