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Old 14th Apr 2012, 06:31 PM   #1821
milb
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Quote:
Originally Posted by Vaskadar View Post
Thanks man! Also, glad to see you finally got working in UT3.
Finally? ôO

@nELsOn: I used those textures in a UT1-map that was never finished. Despite the textures this one got nothing to do with that UT1-Map.
Edit: Found the screens: http://s262.photobucket.com/albums/i...nplage/cthuga/
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Old 19th Apr 2012, 03:29 AM   #1822
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CTF-Frogbite

WIP.

Im new here btw xD



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Old 27th Apr 2012, 07:22 PM   #1823
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For Killing Floor:
This image was resized using the screenshot tag.  Click to view the full version
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Old 27th Apr 2012, 08:51 PM   #1824
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For Killing Floor:
This image was resized using the screenshot tag.  Click to view the full version
Looks really clean for a killing floor map. Whats the setting suppose to be?
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Old 28th Apr 2012, 03:33 AM   #1825
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Single house on a huge lake. ZEDs come out of the water. Players can try to fight them outside but eventually get pushed into the house and maybe into this room.

Think of it like the hut of "floating Tom Hutter" in The Deerslayer (Leatherstocking Tales) but with a modernized house instead and with ZEDs instead of Hurons.

Here's another shot from inside the house. Top right leads to the room in the other picture. WIP, obviously:
This image was resized using the screenshot tag.  Click to view the full version

and here's the basic skybox. Glittering emitter to spruce things up a bit. The Indians call the lake Glimmerglass in the novel, so something's gotta glimmer.
This image was resized using the screenshot tag.  Click to view the full version
I want a low, black silhouette of a forest as the horizon on this side and a lit mountain range on the other. Still working on that though.
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Old 29th Apr 2012, 10:18 AM   #1826
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Glowing Mountains:
This image was resized using the screenshot tag.  Click to view the full version

Treeline on the sunset side:
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The waves look too big in the screenshot, but they look fine when they're moving. I don't want to go higher than I have to.
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Old 29th Apr 2012, 03:34 PM   #1827
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Some trees or vegetation on the rocky side would be a nice touch.

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Old 30th Apr 2012, 03:36 AM   #1828
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That's a pretty sweet looking skybox, Murphy. How does it look ingame, while standing in the level?
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Old 30th Apr 2012, 06:03 AM   #1829
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The screenshots are taken from the exact position of the SkyZoneInfo so exactly like that minus the actor-icons.
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Old 4th May 2012, 10:52 PM   #1830
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A new UT3 level I started on tuesday

This image was resized using the screenshot tag.  Click to view the full version
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Old 4th May 2012, 11:07 PM   #1831
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I guess lighting was going to come into the fray sooner or later :P I like the usage of red stripes. Catches the eye pretty well.
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Old 5th May 2012, 07:17 AM   #1832
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Yay HOLP!

(shame everyone stopped playing the game)
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Old 5th May 2012, 08:14 AM   #1833
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Quote:
Originally Posted by Bi()ha2arD View Post
Yay HOLP!

(shame everyone stopped playing the game)
Thats false me and my few friends ot still playing this great game ( despite the failures and son on )
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Old 5th May 2012, 11:15 AM   #1834
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Quote:
Originally Posted by Mclogenog View Post
A new UT3 level I started on tuesday

This image was resized using the screenshot tag.  Click to view the full version
Look already very promising

Quote:
Originally Posted by Bi()ha2arD View Post
Yay HOLP!

(shame everyone stopped playing the game)
Not because the servers are empty that no one is playing the game lol. You would be surprise how many players still play this game, offline and like myself & everyone I know.

I agree the feedback in general is very disappointing, it's not like the old times but the game is still very popular.
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Old 5th May 2012, 01:17 PM   #1835
Mclogenog
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Quote:
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You would be surprise how many players still play this game, offline and like myself & everyone I know.
The trouble is that the game's meant for human vs. human play. Against bots you lose the mental game that should accompany the skill game. With large maps and high player counts, bot's are o.k. But with duel maps, that mental chess game is what makes it interesting.

Still, the lack of online play isn't stopping me from making this map
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Old 5th May 2012, 01:33 PM   #1836
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Nor should it. Looks nice.
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Old 5th May 2012, 05:58 PM   #1837
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Yea, keep the mapping skills warmed up for UT4
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Old 11th Jun 2012, 03:18 AM   #1838
Mclogenog
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Because why not.

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Old 11th Jun 2012, 03:43 AM   #1839
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Quote:
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Because why not.

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I think I know why you wanted to go with red lighting! D:
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Old 13th Jun 2012, 06:03 PM   #1840
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Prettier lighting, textures, and a different part of the map:
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