The WIP Screenshot Thread!

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cooloola

A good samaritan
Dec 31, 2005
776
0
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33
NamelessCTF.jpg

It's mostly custom meshes, 30% of the visuals are done, the layout and item placement are done. I'm just a bit blocked on what to do with the central area.
CTF-Denbaih.jpg

A CTF necris that's been in the works for a long while now, I think it looks good and so far the gameplay seems pretty decent. I'm especially glad with the way the lighting and PP turned out, though I'm still tweaking the PP on the blue side. Anyway this map is turning into a pain in the ass, it's at 8800 SMs at the moment, it crashes during lighting rebuilds, but I'm determined to get this map out the door.
CTF-Tajriba.jpg

Got the idea for this one after seeing footage of the mirror's edge DLC, it's been collecting dust for a while now, the layou is done and sitting in blender. Hopefully I might get work on this up and going soon enough. But the two previous maps are my priority now since they're a lot closer to completion.
 
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Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
Why do you use such extreme light/emissive/colour differences in your levels Cooloola? I remember that small WAR map you entered in MSU having a similar setup, and that strained my eyes in no time.
Second shot definitely looks easier on the eyes.
 

Bazzwano

Hi, I'm Bryan
Jan 20, 2008
604
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New Zealand
@ cooloola:

What do you make your meshes with? Blender, and if they are custom, how do you get epics materials to site so nicly on the mesh? do you export the MAT?
 
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cosmix

XoXo
May 20, 2006
346
0
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Germany
sounds bloody awesome

THX :)

Btw cosmix, judging by the first screenshot, looks good idd, but i get the feeling of super oversizing, actually, that small krall on the last one looks like a small piece of nothingness. For example the guard tower on the second one, the wall from the watch point must be like 3 meter high. dont you think?

Thank you for the hint Ignotium. I have re-scaled that area a bit but I must say that this screenshot have a strange perspective. Ingame I dont have the feeling of super oversized. The sand texture also was scaled too high.

Having a tsunami damage everyone in a certain area sounds like an awesome idea. Maybe.
It plays well but you have to know the circumstances. It needs some try-outs to get the right timing after you catch the flag. It's funny to leave all the chaser behind in that tsunami or blast. :lol:
 

acapulco

New Member
Mar 6, 2009
29
0
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Bam! I'll build a map only using this asset:

decopillar1-2.jpg


... and few dozens other I haven't build yet...
 

cooloola

A good samaritan
Dec 31, 2005
776
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Why do you use such extreme light/emissive/colour differences in your levels Cooloola? I remember that small WAR map you entered in MSU having a similar setup, and that strained my eyes in no time.
Second shot definitely looks easier on the eyes.
I guess the best answer for that is that I'm an impressionist at heart, at least in my use of colours. But if you think it's that extreme I guess I could try to tone it down.

The red bloom! My eyes, the goggles do nothing! ;)
Lol, well that was one of the reasons I stopped working on that. I didn't know what to do with the lighting on that one.

What do you make your meshes with? Blender, and if they are custom, how do you get epics materials to site so nicly on the mesh? do you export the MAT?
They're made with blender, and there is no elegant solution for the textures. I just take a screenshot of the texture preview and then crop out the rest.
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
I guess the best answer for that is that I'm an impressionist at heart, at least in my use of colours. But if you think it's that extreme I guess I could try to tone it down.

If you take that red emissive stuff and turn it in regular red lightsources like you did with the blue, it would look a lot better and easier on the eyes.
 

cooloola

A good samaritan
Dec 31, 2005
776
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If you take that red emissive stuff and turn it in regular red lightsources like you did with the blue, it would look a lot better and easier on the eyes.
Actually it is a normal lightsource, its just going supernova with bloom, I'll tweak it.
 

Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
48
34
Fort Lauderdale, FL
just some WIPs to throw out there, let you guys know I haven't disappeared off the face of the earth. This is Nerok, and only the underground section, AKA Part one of two.


What needs to be detailed


Some recent support work


The fusion ring power generator thingy


Some perspective thrown in


The ore conveyor

I'd like comments on these, please.
 

Vaskadar

It's time I look back from outer space
Feb 12, 2008
2,689
53
48
34
Fort Lauderdale, FL
Some of the areas in the underground will have that hall-corridor-hall thing going on, but otherwise I'm shooting for a rather unique layout. Some deathtraps are in order, and I am devising my most evil for this one. If you remember one of Quake II's deathtraps (the one with the bridge over lava) then you'll see something similar here. Some crazy "Life-or-death" platforming jumps will be involved as well, so watch out!
 

Animus

bladiebladibla
Sep 24, 2004
268
2
18
38
in Manta under water
Just started working on this as a joke, im curious if people recognize it
:D



[SCREENSHOT]http://img186.imageshack.us/img186/6363/fdsfghhhgffd.jpg[/SCREENSHOT]




[SCREENSHOT]http://img524.imageshack.us/img524/828/fgfgfgfgf.jpg[/SCREENSHOT]
 

Animus

bladiebladibla
Sep 24, 2004
268
2
18
38
in Manta under water
i want to fix up the original textures because they are very blurry
so hi-res textures with authentic feeling.

i started this whit the temple of time, but after a while i realized that if i where to use it for a map i would need the market as background and the only option is to just expand and build the market.

this is an early picture of my temple project

[SCREENSHOT]http://www.anticheatclan.nl/unreal/tot_maya_shaded1.JPG[/SCREENSHOT]

[SCREENSHOT]http://www.anticheatclan.nl/unreal/tot_maya_shadedselected1.JPG[/SCREENSHOT]

and the market
[SCREENSHOT]http://www.anticheatclan.nl/unreal/market2.JPG[/SCREENSHOT]
 
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SecretSquirrel

New Member
Apr 20, 2009
8
0
0
First Map!

Ok so this is going to be the first map of mine that ill actually see to the end and release. Lighting is still WIP, its still yet to have a detailed skybox made, blah blah pics.

[screenshot]http://img12.imageshack.us/img12/2402/screenshot1exj.jpg[/screenshot]
[screenshot]http://img14.imageshack.us/img14/7828/screenshot2v.jpg[/screenshot]
[screenshot]http://img12.imageshack.us/img12/1672/screenshot3ngb.jpg[/screenshot]
[screenshot]http://img18.imageshack.us/img18/9702/screenshot4nny.jpg[/screenshot]
[screenshot]http://img148.imageshack.us/img148/5690/highresscreenshot00000.jpg[/screenshot]
[screenshot]http://img18.imageshack.us/img18/3812/highresscreenshot00003.jpg[/screenshot]
[screenshot]http://img23.imageshack.us/img23/5212/highresscreenshot00001.jpg[/screenshot]
 
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