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View Full Version : For Chrysaor - Pictures of office map


FreakinMeany
3rd Jan 2002, 12:36 AM
Don't bust my balls. This is an unfinished work in progress that was meant only for a few of us at work to play - not to be released. But Chrysaor was interested in seeing it... so... here you go!

Some background: the UT freaks at the office kept talking about how cool it'd be to play a game *IN* the office. Duh. So, I started making a map. Instead of doing a point->feet conversion, I scaled everything to feel right. It's not cramped like you might expect (as with some real-world maps we won't mention). The map is exactly like our office, including the textures which are all custom made. Sorry for the semi-crappy quality of these. Due to software rendering. Enjoy.

http://www.kiddailey.org/unreal/dm-office1.jpg
Exit signs, lights, cubes, work, oh-my!

http://www.kiddailey.org/unreal/dm-office2.jpg
Down one of the main hallways.

http://www.kiddailey.org/unreal/dm-office3.jpg
Looking into a cube.

http://www.kiddailey.org/unreal/dm-office4.jpg
Down a hallway with supports.

http://www.kiddailey.org/unreal/dm-office5.jpg
Inside a cubicle.

http://www.kiddailey.org/unreal/dm-office6.jpg
Main entrance to the building

http://www.kiddailey.org/unreal/dm-office7.jpg
That's my cubicle! :)

Chrysaor
3rd Jan 2002, 01:18 AM
COOOL!

Very nice textures :) Now, if you would finish it one of these days, all of cubicle-inhabitant-kind could frag in their natural environment :D

FreakinMeany
3rd Jan 2002, 01:22 AM
Originally posted by Chrysaor
COOOL!
Very nice textures :) Now, if you would finish it one of these days, all of cubicle-inhabitant-kind could frag in their natural environment :D
The cubes are (obviously) a single brush, so stamping out various combinations of cubicle configurations is a snap :)

Rather than finish this map (it's much too large), I have plans to create a smaller office complex.

StoneViper
3rd Jan 2002, 08:19 AM
it kinda looks like you scaled the map up too big. I mean you are almost as tall at the door knobs. but it looks cool otherwise.

Hourences
3rd Jan 2002, 08:37 AM
bit big yes, but not bad :)

FreakinMeany
3rd Jan 2002, 10:19 AM
Originally posted by StoneViper
it kinda looks like you scaled the map up too big. I mean you are almost as tall at the door knobs. but it looks cool otherwise.
You're definitely right about that. It was a trade-off for having the map not feel cramped.

The problem is really in the fact the in-game POV is at your chest/waist height rather than eye-level.

I didn't end up using my actual measurements of things. Instead, what I would do is stand in my office and get a real sense for how everything "felt" -- then recreate it in UEd.

Chrysaor
3rd Jan 2002, 02:29 PM
I like the scaling, room to move is important :)

Hourences
3rd Jan 2002, 02:49 PM
not of you want too make something realistic :)

FreakinMeany
3rd Jan 2002, 03:08 PM
Originally posted by Hourences
not of you want too make something realistic :)
I can agree with that argument when you're going for realism, but some realist maps are just plain difficult to move around in!

Originally the map was more accurately scaled, and guess what? -- It was impossible to play. I then started over and err'ed on the side of "feels right."

Maybe I should take a digital picture of the real office and let you see how accurate the map is (holding the camera at gun level of course) :D

--Edit---
Actually, I just took a picture from the same perspective as the last image up there and will upload it tonight for comparison :)
----------

FreakinMeany
3rd Jan 2002, 10:00 PM
Well, here it is for comparison. Mind you, it's not an exact match (some of the textures were done before I had the sizing right, so that part's a bit screwey) and I didn't have a fisheye lens to get the same type of shot.

http://www.kiddailey.org/unreal/dm-officeA.jpg
The real office.

http://www.kiddailey.org/unreal/dm-office7.jpg
The UNreal office.

Badum-crash! Thank you, I'll be here all week. :)

StoneViper
4th Jan 2002, 12:17 AM
that does look pretty good. i would still change the scale of even just the doors so you don't look like you are playing as midgets.

FreakinMeany
4th Jan 2002, 01:08 AM
Originally posted by StoneViper
that does look pretty good. i would still change the scale of even just the doors so you don't look like you are playing as midgets.
Thanks... and agreed. Wonder how odd it'd be without the handles at all? Something to try someday...

Balton
4th Jan 2002, 09:09 AM
now what I wnat to know.

do you have ut on your office-pc? thats cool. you shut the door and start off mapping : )

FreakinMeany
4th Jan 2002, 10:44 AM
Originally posted by Balton.de
now what I wnat to know.
do you have ut on your office-pc? thats cool. you shut the door and start off mapping : )
Of course I do NOT have it installed on my office pc. That would against policy! :D

Chrysaor
4th Jan 2002, 11:11 AM
I don't get your avatar Freakin Bastard.

FreakinMeany
4th Jan 2002, 02:31 PM
Originally posted by Chrysaor
I don't get your avatar Freakin Bastard.
lol

Nothin' to get, really - except for a subtle razzing of the 1337 $p34k3r$ :) I was bored and felt creative I guess.

Seriously though, it should spark pure, unadulterated fear. Forget flak. Forget 8-ball. Nothing says fear more than a plumber with a plunger.

SpazTheProphet
4th Jan 2002, 03:23 PM
Very interesting map idea. It's one of those common ideas that people attempt but never complete. I got many of those style maps on my pc. The comaprison is outstanding also, the only problem is lighting. Seems like some of them lights were orange or dark yellow. But, i DO know it's beta :D , so no rush. Amazing job though, seriosuly is. That's about as real to life I've seen a UT map get. Hope you decide to release it after it's completion, I know I'd like to give it a whirl.

Chrysaor
4th Jan 2002, 04:15 PM
EAT!
I get it now!
*smacks forehead

ah, well anyway, it looks too much like the original, screw up something.








(J/K)

GMotha
5th Jan 2002, 08:04 AM
looks verrrrry nice; buti keep getteing the feeling it's a TO-map:)
Maybe convert it to an TO-map...

Anyway, nice work;)

bobtheking
7th Jan 2002, 07:24 PM
i would probably have made the scale a little bit less, but if the roof is high enough for low-g, that is FUN! (even if a little unrealistic)

RigorMortis
8th Jan 2002, 12:26 AM
do you work at disney or whats with the mickey mouse heads?

Evil_Cope
9th Jan 2002, 01:46 PM
Originally posted by Freakin_Bastard
Well, here it is for comparison. Mind you, it's not an exact match (some of the textures were done before I had the sizing right, so that part's a bit screwey) and I didn't have a fisheye lens to get the same type of shot.

http://www.kiddailey.org/unreal/dm-officeA.jpg
The real office.

http://www.kiddailey.org/unreal/dm-office7.jpg
The UNreal office.

Badum-crash! Thank you, I'll be here all week. :)


the lighting in the real office looks better lol.

try getting the same or similar lol. its god. even if textures are a tad low-detail...