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DM-1-0n-1-Metalic

Discussion in 'Showcase' started by Uncle_Bob, Jul 11, 2004.

  1. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    This will be my second published map for UT99, its a small DM-1-on-1 map set in a water pumping facility. It is nearly finished but I still need to add weapons and pathnodes, + spruce the map up with some more architecture to make it look more atractive! Anyone got any ideas or tips on doings this?
    :)

    Edit sorry if the pics are a bit small. :eek:
     

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    Last edited: Jul 11, 2004
  2. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    I had thought about that, it would make it less dull.
     
  3. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Here is another screenshot I forgot to upload plus a much clearer version of another one. :)
     

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    Last edited: Jul 11, 2004
  4. Nahand

    Nahand !!! God Of Random !1?

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    ... man, you weren't kidding about the picture size. Anywho, i like simplicity on a map too (not always cramped with detail and all), but your map will be needing the usual stuff. Break some walls, they are too straight and barren. On other style of maps, that would be ok, but you seem to have gone with the (blah) tech theme (Richrig?).

    Structure seems ok.
    :tup:
     
  5. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Yes I have gone with richrig mainly but I have also used bits from UT tech1 and SG Tech1. Richrig seemed like a good place to start. Iam using a limited 'palette' of textures (have I just coined a new phrase?!) to keep the whole map consistant in looks. I definately need to break some of the walls up, I was thinking of putting in lots more pipes and some deco. I will also be adding more coloured lights a sit sort of looks a bit dull. I mainly made this map to experiment with architecture, z ,y axis fighting, making a flowing DM map and a few other techniques like triming. When I have done some more to the map Ill upload more pics.
     
  6. Nahand

    Nahand !!! God Of Random !1?

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    :tup:

    ... may main problem are general layout and ceilings. Keep fresh on those too!...
     
  7. GRëd (V)èg@1224

    GRëd (V)èg@1224 Maper?

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    i wish the pics were bigger, it looks good so far let me know when u have a beta or larger pics :p .
     
  8. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Here are some bigger pics! They show some of the lighting I have done plus a new room (its the one with the fan -which I am quite proud of :lol:, well the fan anyway). I have not done anything more in the way of architecture so some of the rooms still look quite bare. Oh and has any one got any tips on how I can make some boring corridors look interesting!
     

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  9. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Ok and before I forget there is a very nasty HOM/BSP error thingy which engulphs the screen. Its in the first room pictured above. Any ideas on how to get rid of it and what might be causing it?

    Edit: Beta should be here soon all going plan and if I get rid of the HOM... :eek:
     
    Last edited: Jul 12, 2004
  10. GRëd (V)èg@1224

    GRëd (V)èg@1224 Maper?

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    using semisolid brushes will help you fix the bsp holes unless that brush is a subtracting one, adding a sky box and making the windows tranparent gives it a better look and needs more light sources like lamps the rest is ok, if u need help with ideas for the hallways u could search pictures in google, here's what i found i know is from a gallery but it gives u ideas.

    http://www.schultzcenter.org/Images/facility/Gallery and Main Hall.jpg
     
  11. darth_weasel

    darth_weasel I won

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    lighting is still bad, read
     
  12. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    I agree my lighting is bad, and thanks for the tutorial I will be making use of it! :D
     
  13. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Thanks GRëd (V)èg@1224 for the semisolid brush tip, it scared off that horrible HOM monster... now its gone.
    :lol:
     
  14. Manticore

    Manticore Official BUF Birthday Spammer

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    Wait state..........

    I'll get back to you Bob, my hands are a bit full at the moment.........
     
  15. CyberSirius

    CyberSirius Mostly dead.

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    Clipping could make it better. :D

    How you do it? Well... Go to:http://wiki.beyondunreal.com/wiki/Brush_Clipping

    And a Lamp for you (Filesize is minuscule as it uses 821 bytes compressed) :D
     

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    Last edited: Jul 13, 2004
  16. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Oooh thanks Cybersirius. :D
     
  17. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Er... how do you use it?
     
  18. CyberSirius

    CyberSirius Mostly dead.

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    Load Mine and richrig then: Brush ==> Import... ==> chainedlamp.t3d
     
  19. Uncle_Bob

    Uncle_Bob Sympathy for Mr. Vengance

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    Anyone any tips on making low poly architecture like suggestions for what I could do? Is there any way of checking how many polys youre map has. It isn't for this map but for a map for a mapping contest where the map has to be 400 polys or below. Thanks :D :) ;) :lol:
     

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