The WIP Screenshot Thread!

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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Dude... nice! Looks like you got the theme right on there. The plants on the floor level seems to be a lot obstructive though. I'm referring to this shot here. I assume you modeled this building at the far end? I really dig.
 
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SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
Wow. Looks very slick!

Dude... nice! Looks like you got the theme right on there.

Thanks. I was going for a sort of modern interpretation of the classic UT style... not quite HOLP but still heavy on BSP.

The plants on the floor level seems to be a lot obstructive though. I'm referring to this shot here.

Obstruction was actually the purpose for adding them. :) ... well, visual/weapons obstruction at least. I wanted to give some cover and prevent the player from clearly seeing the entire length of the corridor. They also cause some movement obstruction, but only a little. If anyone finds they get in the way too much, let me know in the DM-HardFall thread. If needed, I could at least tweak the collision.

I assume you modeled this building at the far end? I really dig.

Yeah, it's just some simple BSP and custom materials (using stock textures). The player cannot go there, but it works pretty well as a background building. I originally had a very low poly building there, but I decided to splurge a little.
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
Hey guys, my map is up:
http://forums.beyondunreal.com/showthread.php?t=190731

ScreenShot00099.jpg
 

Jetfire

New Member
Jul 25, 2005
354
0
0
Bit of fooling around getting to grips with UDK

[SCREENSHOT]http://img27.imageshack.us/img27/7352/91778496.jpg[/SCREENSHOT]
 

Hourences

New Member
Aug 29, 2000
5,050
0
0
40
Belgium/Holland/Sweden
www.Hourences.com
[screenshot]http://dl.dropbox.com/u/2300830/eat3dlevel.jpg[/screenshot]

I built this with UDK assets only, which wasn't very much, in about 3 hours if I deduct the talking and explaining I did, for Eat 3D. It is an upcoming training video on UDK level design - http://eat3d.com/

The video will teach you how to build this very level from scratch, even with no experience with Unreal.
 

Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
33
P'Boro, UK
Bit of fooling around getting to grips with UDK

[SCREENSHOT]http://img27.imageshack.us/img27/7352/91778496.jpg[/SCREENSHOT]

Looking nice.

[screenshot]http://dl.dropbox.com/u/2300830/eat3dlevel.jpg[/screenshot]

I built this with UDK assets only, which wasn't very much, in about 3 hours if I deduct the talking and explaining I did, for Eat 3D. It is an upcoming training video on UDK level design - http://eat3d.com/

The video will teach you how to build this very level from scratch, even with no experience with Unreal.

Looks nice, those bluey-white lights againstt he brown/orange have a nice eerie feel.
 

cooloola

A good samaritan
Dec 31, 2005
776
0
0
33
Looks nice, those bluey-white lights againstt he brown/orange have a nice eerie feel.
Seconded
This is probably too early to show this but I'm looking for some feedback on the ligthing. I'm kinda on the fence on this one since I haven't decided to whether to go with a more ruined look with this map or more of a mystical look. What do you think?
ScreenShot00000-2.jpg
 

moonflyer

Member
Jun 2, 2003
402
0
16
Shanghai,China
lichong.blogbus.com
[screenshot]http://dl.dropbox.com/u/2300830/eat3dlevel.jpg[/screenshot]

I built this with UDK assets only, which wasn't very much, in about 3 hours if I deduct the talking and explaining I did, for Eat 3D. It is an upcoming training video on UDK level design - http://eat3d.com/

The video will teach you how to build this very level from scratch, even with no experience with Unreal.

Looking forward to the video. Nice building BTW!
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Here's a map that's nearing completion...doing a map called "High Octane Nuclear Storage Facility" and should be a good compact 2 - 4 player Deathmatch Arena when it's all polished up.

Rough Draft on Paper:


Shot from UnrealEd:


Shot from in game:


Keep in mind, while this is a UT2004 map, a newer version will also be done for UT3 as well. This is a simple enough map to transfer from game to game without any trouble.
I will admit, even tho this map may look dated, that's because it was in planning ever since my Duke 3D mapping days in the '90s, and just now coming back to the surface as a UT franchise map.
 
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Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Seconded
This is probably too early to show this but I'm looking for some feedback on the ligthing. I'm kinda on the fence on this one since I haven't decided to whether to go with a more ruined look with this map or more of a mystical look. What do you think?
ScreenShot00000-2.jpg

It looks like a more detailed version of Chizra, these passages, like here
[SCREENSHOT]http://img407.imageshack.us/img407/699/chizra.jpg[/SCREENSHOT]
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
Keep in mind, while this is a UT2004 map, a newer version will also be done for UT3 as well. This is a simple enough map to transfer from game to game without any trouble.
I will admit, even tho this map may look dated, that's because it was in planning ever since my Duke 3D mapping days in the '90s, and just now coming back to the surface as a UT franchise map.

For best results, there are some small changes you can do to modernize the map. For example, create more varying Z-axis opportunities. Right now, you have the lower floor and walkways, but each of those could have more variation within it. Make some of the walkways at different heights. Maybe create some half-story tiering and other height variations in the lower floor. This will give more gameplay variety and create opportunities for interesting visual elements. Also, keep railings to a minimum. It might be realistic to have them, but they get in the way when playing.

________________________________________
Jesse (SuperAlgae) Banet
DM-HardFall .. download and screenshots
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
I want lightmass pretty ****ing badly. :(

[screenshot]http://img230.imageshack.us/img230/6756/trainmapwip0002layer3.jpg[/screenshot][screenshot]http://img168.imageshack.us/img168/4679/trainmapwip0001layer5.jpg[/screenshot]
[screenshot]http://img109.imageshack.us/img109/3703/trainmapwip0000layer6.jpg[/screenshot][screenshot]http://img40.imageshack.us/img40/5051/trainmapwip0003layer1.jpg[/screenshot]
 

Mozi

Zer0 as a number
Apr 12, 2002
3,544
0
0
In the Borderlands..
www.mozidesign.com
I want lightmass pretty ****ing badly. :(

[screenshot]http://img230.imageshack.us/img230/6756/trainmapwip0002layer3.jpg[/screenshot][screenshot]http://img168.imageshack.us/img168/4679/trainmapwip0001layer5.jpg[/screenshot]
[screenshot]http://img109.imageshack.us/img109/3703/trainmapwip0000layer6.jpg[/screenshot][screenshot]http://img40.imageshack.us/img40/5051/trainmapwip0003layer1.jpg[/screenshot]

Well if a Gears 2 PC ever comes out, it should have it. I agree lightmass makes UT 3 and Gears 1 maps look a bit drab. No wonder Gears 2 was a little more colorful.
 

cooloola

A good samaritan
Dec 31, 2005
776
0
0
33
ScreenShot00001-1.jpg

I played with the lighting and post process and I like the results but I could still use some feedback.
 

SuperAlgae

Tritoxa incurva
Aug 10, 2005
113
0
0
ScreenShot00001-1.jpg

I played with the lighting and post process and I like the results but I could still use some feedback.

I like this shot more than the previous. The lighting has more variation. I suggest using a different, smaller mesh for some of the lights. The one you have is good, but it is a little too much when used in large quantity.

I also like the architecture in this shot. The thick walls with sightly arched doorways gives it a good weight and presence.

________________________________________
Jesse [SuperAlgae] Banet
DM-HardFall .. download and screenshots