The WIP Screenshot Thread!

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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Got the environmental aspects of my map nearly complete, and this looks like a winner in the terrain and population of trees ans shrubs so far, gonna get on to making the shacks and garages for the vehicles, weapons, health, armor, and the like next...might try to go for something interesting near the middle of the map, tho, not too sure what, but nothing to get in the way of this being a demo derby map, tho.



EDIT: I know you guys may complain about the daylight color vs. that of the skydome. I changed all that, happy?

 
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piranhi

New Member
Sep 2, 2009
24
0
0
Something I'm working on in UDK part time while I work on my final year uni work. The water shader in the oasis is mine, the waterfall water shader is epics. It's still a long way off being complete, but I'd thought it get some feedback now and fix any problems before I get too far down the line.

Cheers :)

Edit: New Pic

oasissmall.jpg
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Heh...deciding to go the tropical island approach. Maybe take on Far Cry and the like, I take it? Might be better than going Arctic, but hey, being a Northeast Ohioan, at least there's inspiration. :D
 

piranhi

New Member
Sep 2, 2009
24
0
0
haha trying, and feeling the strain on the engine!

I like your start though, for some reason it reminds me of a world war one setting, a cross between the Bulge and the Somme.

snow-march.jpg

19-arras-kw77.jpg
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
LOL, well, it IS being called Arctic Blitz, so that does seem like it may be appropriate, and of course, each players' "battle station" may be good, too. Here's an example of one that I'm putting together as we speak, this is the first of four battle stations that I set up:



I'm gonna do more botpathing as I set up all four stations, and a big rotunda structure in the center of the map where you can score the BIG powerups and weapons, and whatever else. However, here's how one battle station goes.

You have the circular platform where your vehicle spawns, you have three different shacks around, one, obviously, is your health station, you have a weapon locker, and then one's where you have an armor piece and some additional ammo for the weapons you get from the weapons locker. All in all, it's gonna be a fairly structured demo derby deathmatch map. I bet you know where I'm going with this. Of course, if this map is so structured, maybe I may go for a Warfare map, we'll see... Its earliest phases will be in the form of a vehicular deathmatch, tho. You'll, of course, see that you will have four player starts per battle station, in case you want to have a team deathmatch.

You'll also have extra ammo and health vials scattered throughout the arena, too, along some of the shallower terrain sidelines. This map's gonna be my baby this time, not like Galacticus Prime, that was a failure from the very beginning...now Arctic Blitz is a REAL UT3 map, imo.
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Well, it was like that up until I added in an abandoned warehouse and some power generators with a huge, bright blue glow. Here's a test run with bots in vehicles, btw, to show how much of a demo derby map I'm looking at:



Keep in mind, I'm not gonna just jump into making this a Warfare map. I'm still keeping this as a vehicle deathmatch for now...it'll become a warfare eventually, but not right now.
 
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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Since you seem to be looking out for critism I think I'll take my turn here.

First of all, I'm sure you'd be better off at making some major progress before informing us about your project. To me it just seems you've invested a few minutes on something before posting a new screenshot which has a few more meshes in it. Why I say this? Because it's annoying, and I'd prefer to be honest with you, most people will stop caring about what you do, I doubt you want that.

Your background is repetitive, I'd suggest rotating/lifting/scaling most of those trees as they are only repetitive. Also, those space meshes are completely out of place, period.

If I can further help you at all, try looking at some of the structures in WAR-Downtown and maybe you'll learn a bit on how they've managed to pull things together. Copy-paste some content in your level and try to make something out of it. I know it helped me, personally.

Have fun improving anyway dude. :)
 
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WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Maybe it's because I'm a Clevelander...much like me mapping is almost like the Browns wanting to make the playoffs. Is that it?

EDIT: And besides, if you want more of a GTA IV scenery? Fine...done, and not only was I looking at WAR-Downtown, but my original inspiration was from DM-HeatRay, since that was the first time I saw vehicles used in DM, and thought I'd take Arctic Blitz two or three levels ahead of Heat Ray...
 
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Bi()ha2arD

Toxic!
Jun 29, 2009
2,808
0
0
Germany
phobos.qml.net
There is another Vehicle DM map somewhere out there. I forgot the name of it, but it was a really huge map that was also in the snow iirc. I only played it in bta tho so the vehicles were removed.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Yeah, I was trying to go for that No One Lives Forever 2-style setup, since you were snowmobiling in a few of those missions (Siberia missions, iirc). Thought I'd get away with a map similar to that here, but...oh well, guess I'll shoot more for a GTA IV-style map that takes place in Denver or something. :D
 

Kantham

Fool.
Sep 17, 2004
18,034
2
38
Well, I said WAR-Downtown because it has a lot of mesh design, I didn't suggest a GTA-IV theme. Anyway, much better than a No One Lives Forever 2-style setup with space catwalk meshes.
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Well, I decided on a way to make part of a city look like it sank under the weight of snow, and a couple of city blocks were isolated from the rest of the city, as you can see here...now THIS may be a better map overall, and you have plenty of ways to drive around the snow terrain and the city blocks, and you can go through the alleyways (I put blocking volumes around the buildings to make it more realistic, since I used city block meshes), and this pit is your playable area, which may also be a good theme here:



So in a way, I combined that arctic terrain with GTA IV-style gameplay all in the same arena, and I also got creative and found ways for players to even go on top of a couple of the rooftops of these buildings for the bigger items. Actually, wouldn't going on rooftops here make it feel more like a Saints Row 2 story over GTA IV? I remember that story where Gat told the character that part of Stilwater was forced underground by an earthquake, and they built over it. Well, this may have been what it looked like before SR2. Just a thought...just nice to have a sandbox deathmatch map for once.
 
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Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
Getting very close to a playable beta. Only areas left at this point to properly finish off geometry for are the lift shafts, a little bit of ceiling work in the middle room, some pipeworks under the floor of the middle room and a few more of those team-coloured emissive things like the ones in the third shot below. Oh, and a bit of blocking volume stuff to make sure nobody goes climbing into wallpanels. I think I'll leave the geometry/decoration buildings in the skybox for a later iteration. Lighting and anything else that's missing as well, obviously.
There is not really a lot of new stuff in these shots below, but they show off the iteration work I've been doing:

[screenshot]http://img12.imageshack.us/img12/1492/graviswip09.png[/screenshot]

[screenshot]http://img94.imageshack.us/img94/3097/graviswip10.png[/screenshot]

[screenshot]http://img17.imageshack.us/img17/1550/graviswip11.png[/screenshot]

I'm actually glad I'm finishing this off now. It's been sitting on my harddrive a long time, taunting me. Perhaps there'll be something playable later this week, or early next week. And for anyone who cares (though you really shouldn't, and most don't), the brushcount is sitting at 4820 currently.
 
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