DM-1-0n-1-Metalic

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Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
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www.naliclan.tk
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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Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
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0
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www.naliclan.tk
Here is another screenshot I forgot to upload plus a much clearer version of another one. :)
 

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Nahand

!!! God Of Random !1?
Oct 24, 2003
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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:
 

Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
0
0
34
www.naliclan.tk
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.
 

Nahand

!!! God Of Random !1?
Oct 24, 2003
1,018
0
0
PT
:tup:

... may main problem are general layout and ceilings. Keep fresh on those too!...
 

Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
0
0
34
www.naliclan.tk
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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Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
0
0
34
www.naliclan.tk
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:
 
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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
 

Uncle_Bob

Sympathy for Mr. Vengance
Apr 12, 2004
272
0
0
34
www.naliclan.tk
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: