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#1 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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DM-Atypic3dm1 [wip][Alpha1][Screens]
NOTE: I claim no credit for the layout of this map. It is a remake
Hi all, I am in the process of creating a UT3 map with the aim of learning how to effectively mesh, light, and add effects to an Unreal Engine 3 map. For this I am remaking the Quake 3 map Karin(rota3dm2) by Rota. I am not claiming any credit for the layout of this map. The choice for using the layout was to save time so I could focus on the elements I wish to learn. I also think the map is great and would be a good 4on4 map that could be used in UT3 as they are a bit lacking in numbers at the moment. So with out further a do: Below are two screens of my progress. The first is Karin and the second is my version which I am trying to create as faithfully as possible scale wise. As soon as I have the base layout done I'll start posting files for critique re item placement etc. Regards, Atypic Note: Screens of latest version can be found below in posts 8 and 9 Last edited by Atypic; 5th Jul 2008 at 06:16 PM. Reason: updating news re screens |
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#2 |
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So far so good! I like the nice clean look.
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#3 |
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You know I'm a self confessed "eye candy" person but I am really digging these slimmed down maps.
Looking good man. Can't wait. |
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#4 |
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Thought the first screen was from UT3 for a moment. Had to look twice.
![]() Use the same textures ftw. |
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#5 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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I'm playing thought the map and mapping out the floorplan to UT3 scale. I'll be finishing of the the layout this weekend. Download link of that will be released as soon as thats done.
That would take away from me learning how make a more meshed than low poly map. I am not learning 3ds max as I do not have a copy to use so I was going to go with Stock meshes. That said I could use this opportunity to learn how add in custom materials. After a bit of digging I have managed to get my hands on all of the original source textures for this map. So we will see what comes of this low poly monster. *goes off to get a copy of Photoshop* CREDIT UPDATE I am still waiting for permission from the author to publish this map. I've emailed him at the address he left in his readme and posted a comment on the lvlworld.com. I figure as long as I credit him things should be ok. Yes? Last edited by Atypic; 4th Jul 2008 at 08:43 PM. Reason: correcting lvlworld url |
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#6 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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progress report 2
Credit Note: I heard back from Rota and he has given me permission providing I send him a link to the final version. Can live with that
![]() So my efforts today included:
List for next session:
Will be back to you all with screens/download link once I've made some progress on these! Happy 4th of July weekend to all you Americans out there
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#7 |
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nice choice to remake this map. i knew i had played the original a while ago but first thought it was too small to hold as many players as you said in your initial post. but after playing it again just now i guess it will indeed work.
good luck, man
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#8 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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Update 3
Screens set 1
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#9 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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Update 4
Screen set 2
Alpha 1 with basic layout , pathing, and units. Please hit me with some feedback. bare in mind its a basic shell. None of the real textures or lighting is present. This is purely for basic gameplay layout and testing. |
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#10 |
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It is important that you get the trimming done correctly like is shown in the original screenshot, it really cleans things up and makes stuff look much better with little difficulty. Keep up the work.
__________________
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#11 |
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Registered User
Join Date: Jun. 30th, 2008
Posts: 48
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#12 |
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Registered User
Join Date: Jul. 2nd, 2008
Location: UK, for now
Posts: 11
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Thank you for that crayfish!
I got stuck for a while will be back on it soon. RL got in the way for a bit! Getting back to it shortly!
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#13 |
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i tried it and as far as i can tell it's pretty close to the original. but i think you should probably scale it up a little as it feels a tad narrow in some places compared to the original.
btw are those textures placeholders or are you planning on using this style? |
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