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Old 12th Jan 2010, 06:06 PM   #1
evilmrfrank
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DM-Primal (UDK Level)

Here's a level I have been working on for a while. Doing a lot of custom art as well as some custom animations for the fish and insects that will navigate through the level. Keep in mind this is only about 70% done so far so its not final yet! Level Doesn't have a name quite yet :P

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


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


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

Update:

Download:
http://evilmrfrank.com/Files/DM-Primal.zip
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Last edited by evilmrfrank; 3rd Mar 2010 at 04:03 PM.
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Old 12th Jan 2010, 07:26 PM   #2
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pretty

Lightmass makes things look so much better!
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Old 12th Jan 2010, 07:39 PM   #3
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Very nice
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Old 12th Jan 2010, 08:09 PM   #4
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Your 70% make some people's 100% look really bad.
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Old 12th Jan 2010, 09:17 PM   #5
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The only thing that looks out of place to me is the techy stuff. Looking nice.
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Old 12th Jan 2010, 10:13 PM   #6
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Looks very good!
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Old 12th Jan 2010, 10:33 PM   #7
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Quote:
Originally Posted by Sjosz View Post
The only thing that looks out of place to me is the techy stuff. Looking nice.
Seems to blend in pretty nicely for me. Yeah.. lightmass and ambient occlusion. I much desire this in older UE3 editors.
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Old 13th Jan 2010, 02:15 AM   #8
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Looking superb so far - my only criticism would be the limited colour palette, which is very green.
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Old 13th Jan 2010, 03:21 AM   #9
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I don't like the yellow flowers too much. They don't seem to belong there. But yeah, pure nitpicking, as the whole thing looks really stunning!
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Old 13th Jan 2010, 08:21 AM   #10
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That looks superb!
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Old 13th Jan 2010, 09:18 AM   #11
UTNOVA
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Quote:
Originally Posted by Sjosz View Post
The only thing that looks out of place to me is the techy stuff.
Especially the metal pipes, otherwise this place looks just awesome !
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Old 13th Jan 2010, 11:24 AM   #12
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Quote:
Originally Posted by Kantham View Post
Seems to blend in pretty nicely for me. Yeah.. lightmass and ambient occlusion. I much desire this in older UE3 editors.
I have only used the editor that comes with UT and have limited knowledge of the UDK. Is http://udn.epicgames.com/Three/UDKLe...ationHome.html the best resource on using the UDK for UT3 level development? Can the UDK be used to include features like lightmass and ambient occlusion in UT3 maps? Any reason not to just use UDK all the time and skip the regular UT3 editor?

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Old 13th Jan 2010, 11:33 AM   #13
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You can't really make maps for UT3 in the UDK editor.
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Old 13th Jan 2010, 11:40 AM   #14
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Quote:
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You can't really make maps for UT3 in the UDK editor.
I don't think UDK has any 'game support' meaning you can make maps all you want with their limited set of assets. (Which reminds me I need to do a test of importing some assets into UDK at home) But you can't play DM (or maybe you can) but nothing like CTF, Warfare etc for standard UT 3 gameplay. It's more to create scenes and you can do some cool scripted things. But UDK is a great tool to build something from the ground up. I believe recently Prometheus re-released their mod as a UDK release.
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Old 13th Jan 2010, 11:50 AM   #15
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Looks fine, but I wish you wouldn't use the old UT3 meshes, they are making it pretty boring to look at. D:
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Old 13th Jan 2010, 12:04 PM   #16
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Looks fine, but I wish you wouldn't use the old UT3 meshes, they are making it pretty boring to look at. D:
That's all UDK has. Some stuff from the industrial city meshes, a few Asian theme and pretty much all of the Necris stuff.
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Old 13th Jan 2010, 12:19 PM   #17
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I know that. He should make custom ones. UDK is a fresh start, a chance to show what UE3 (and evilmrfrank) is capable of. No point sticking with assets that were made for a two and a half year old game.
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Old 13th Jan 2010, 01:12 PM   #18
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Quote:
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I know that. He should make custom ones. UDK is a fresh start, a chance to show what UE3 (and evilmrfrank) is capable of. No point sticking with assets that were made for a two and a half year old game.
I agree, while the map looks good, it would look even better with custom static meshes.
Oh, and is postprocess/bloom enabled in the screenshots? Since it looks a little bit too yellow-greenish and that makes it monotonic.
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Old 13th Jan 2010, 01:53 PM   #19
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The map looks great but I don't really like the lighting. You seem to use these very aggressive and unusual colors for the sunlight in all of your maps and it overpowers the rest of the lighting scheme. Also I agree some of the tech stuff looks out of place.
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Old 13th Jan 2010, 02:23 PM   #20
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I don't care what anyone says.
This stuff is amazing.
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