The WIP Screenshot Thread!

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Mozi

Zer0 as a number
Apr 12, 2002
3,544
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0
In the Borderlands..
www.mozidesign.com
Beginnings of a small DM map, most likely 1 on 1...or at least 2-4 players.

It will be an indoor map just have not added the roof.

cooloola requested I create one... lets see how it goes :)
 

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LtClifff

New Member
Feb 26, 2008
182
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lol, hehe thanks.. Its only because I've posted some updates all over the place and nobody had really commented much yet or at all.

since we're talking about it I love low poly. I think more maps need to be made with meshes but along the tradition of low-poly design.. using meshes to mostly shave those sharp edges off.


Totally agree. For an arena map like UT, Epic went completely the wrong direction... Anyway.


Mozi! That layout looks interesting from what I can see :D
 

Mclogenog

I put the lol in philology
Mozi, from what I can see there it looks a little to straight forward. Long hallways with plenty of z axis, but not really a lot of space for x and y. But this may just be what I can see in the screen, I hope it turns out well
 

Mozi

Zer0 as a number
Apr 12, 2002
3,544
0
0
In the Borderlands..
www.mozidesign.com
Mozi, from what I can see there it looks a little to straight forward. Long hallways with plenty of z axis, but not really a lot of space for x and y. But this may just be what I can see in the screen, I hope it turns out well

Still work in progress :)

But my goal is for simplicity and fun. the Long hallways is what I am fixing now.
 
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Mclogenog

I put the lol in philology
firefly, I think you have too many styles within the style going on simultaneously. In that one small space you have 3 different floor styles as well as trims to go with them. It isn't logical for the building's architects to do as much.

I'm going to assume that the lighting isn't final. But right now you just have too many wimpy light sources which kind of makes everythng bland. I don't mean the lights themselves, I mean the meshes where the light comes from. Just too many. One nice light can light a room in reality, this is because of reflection. If reflection was simulated in that room, oh my.

Keep up the work though, I'm sure it'll be fun to play.
 

Firefly

United Kingdom is not a country.
Thanks for your feedback

The floor plan is the same as it was a few years ago in 2001 when the original was released. nearly ten years ago :D

The lighting looks a better in game, more contrast of dark and light around the lights. I don't know why it does that when generating screenshots. One light source would leave very dark areas. Dark maps are something I think people are getting really bored of.

The trouble with UT3's pallette is that it has only two shades. light brown and dark brown. if the different levels have the same texture is just accentuates one of UT3's short commings (why is everything in UT3 so grungy?). This map isn't trying to be anything real. Point noted though. I may add a little detail to make the two floors closer in appearance. The walkway to the right is a stock mesh so I can't change the texture on that (no skills in that dept).
 
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cooloola

A good samaritan
Dec 31, 2005
776
0
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34
Beginnings of a small DM map, most likely 1 on 1...or at least 2-4 players.

It will be an indoor map just have not added the roof.

cooloola requested I create one... lets see how it goes :)
Hurray, looks cool, and if you need any testing don't be shy ;)
@Firefly
looks good so far, keep us posted on progress.
 

M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Hers an update to my map, i'm finished decorating it now (more or less) and i've finished adding paths, now i just have a couple of lights to add and ambient sounds as well.
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/screen10.jpg[/SCREENSHOT]
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/screen20.jpg[/SCREENSHOT]
[SCREENSHOT]http://i276.photobucket.com/albums/kk1/M_A_D_X_W/screen30.jpg[/SCREENSHOT]
I realize that the lighting is still a bit bland, but its not finished.
and i think i may have added too much meshes in parts, its a bit clustered.
edit: i just noticed the pictures are very low quality, sorry :p
 
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M.A.D.X.W

Active Member
Aug 24, 2008
4,486
5
38
Yeah, i wanted it to be realistic, like in the map you can sort of go anywhere, like there is no blocking volumes, blocking the player from getting to places were it would be possible to jump to.
If it looks like you can jump somewere in the map, then its possible is what im saying.
obviously i did put blocking volumes in places that they are really needed though:)