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Old 2nd Apr 2009, 03:21 AM   #1
Mozi
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SP_Forrestal Village Released (Final Build)

Here it is folks! A project seven months in the making and now it is finally ready for your enjoyment!

Download the map from here:
http://mozidesign.com/Levels/SP_Forrestal_Final.zip

Screens:

Full size images are 2560x1600

This image was resized using the screenshot tag.  Click to view the full version

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This image was resized using the screenshot tag.  Click to view the full version

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This image was resized using the screenshot tag.  Click to view the full version

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This image was resized using the screenshot tag.  Click to view the full version

My Notes:

This map has fully functioning checkpoints! Props to the folks on the Epic forums for their insights and tutorials covering level streaming.

Still like my first SP map, Dom just goes AWOL sometimes... other times he feels like helping out....still confused about this.

Overall the map is pretty solid both visually(in my opinion) and in terms of gameplay. If you have any comments and or items of feedback for anything please let me know and when I get time I may do another pass on this like I did for Industrial which I recently posted.

So have fun and go kick some locust ass! Install instructions are in the read me. Just make sure to copy all four map files otherwise this won't work. Any questions feel free to post here or PM me.

Cheers!
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Old 3rd Apr 2009, 06:46 AM   #2
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Would love to look at it ingame, but my GoW is lost... somewhere in the depths of my room... Can't say much but the lighting some kind of messes it all up... Really don't like the lighting. Looks all unlit.
I also don't think that the blue sky fits the environment, cause there is no blue in the shadows and the sky gives the impression of a bright day with deep shadows, but there are none... it's more totally diffuse. Is it diffuse?! In German it is diffuse, hope u understand.
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Old 3rd Apr 2009, 07:55 AM   #3
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Compared to ut3 maps like Biohazard or Deimos, this map/these maps is/are colorful like a rainbow. I don`t see anything wrong there with the lighting. Thats normal with the UEngine 3. The days of real colurful maps (UT2004) which are rich in contrast are over. :/
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Old 3rd Apr 2009, 09:06 AM   #4
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I do not think so. Contrast will never be 'over'. Those two maps mentioned by you are very high in contrast. Perhaps not color relied, but in value sure thing!
The days of colorful maps can be past, perhaps, but contrast will never vanish! You can't tell me this!
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Old 3rd Apr 2009, 10:08 AM   #5
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Quote:
Originally Posted by acapulco View Post
Would love to look at it ingame, but my GoW is lost... somewhere in the depths of my room... Can't say much but the lighting some kind of messes it all up... Really don't like the lighting. Looks all unlit.
I also don't think that the blue sky fits the environment, cause there is no blue in the shadows and the sky gives the impression of a bright day with deep shadows, but there are none... it's more totally diffuse. Is it diffuse?! In German it is diffuse, hope u understand.
Thanks for input. Lighting is the hardest thing I had to tackle on this map, I went through many different iterations where different color schemes were applied. However, in the end I went with a simple day time feel.

I agree the sky sucks but GoW really has no good day time feel. I can assure you it's not unlit. I used more subtle colors to put emphasis some things rather than others.

In the end this level was more of an experiment to make a more organic environment in Gears. Just to share here are some other other lighting styles I had using more fog and really bright sky light actors. Personally I did not like what I was doing and went with what you see now.


Light Iteration #2
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Light Iteration #1
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But thanks for checking it out.
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Old 3rd Apr 2009, 10:09 AM   #6
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It looks very nice, but i think acapulco is right about the blue sky, the map looks way to dark compared to the sky, and it looks like it should have much more obvious shadow. It doesnt matter like, it still looks very good.
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