The WIP Screenshot Thread!

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xMurphyx

New Member
Jun 2, 2008
1,502
0
0
liandri.darkbb.com
Joke project, not intended for release. A Mirror's Edge fanmap for Killing Floor. Just a little something for myself. The "special moves" are all gravity-well trickery:

[m]http://www.youtube.com/watch?v=v3Iu1vy-Q2E[/m]
 

WedgeBob

XSI Mod Tool User
Nov 12, 2008
619
5
18
Cleveland, OH, USA
Experimenting with some more vintage floor texture samples:



Just better hope that gray checker tile one doesn't take as the default/NULL texture, that one looks quite similar.
In case you couldn't tell, you could tell that it's obvious that I had CS:Source, SWAT 4, and Quake 1 in mind for different styles of floors.

Keep in mind that while I'm doing these textures under the UT3 environment, I believe that it may really pay off under the UDK environment as well...which most likely is where I'm gonna be moving this to. Once I find that I made this perfect in the UDK environment, then I'll bring it back to UT3 as an actual map, perhaps as a CTF down the road.
 
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mjl86

New Member
Feb 7, 2010
10
0
0
The point of the map is to be a bit more stylized, with more saturated reds, greens, and blues...although the diffuse interreflection of global illumination does cause some color bleeding. Might pull some values back a little though but the overall gameplay is the most important thing at this point
 

Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
34
P'Boro, UK
Figuring out colours!

[screenshot]http://img694.imageshack.us/img694/9259/colourstuff.png[/screenshot]

And yes, I'm aware those green lightsources are eye-sores.

It looks ok. But i can't help but feel it's missing something. What that something is i couldn't tell you though.
 

xMurphyx

New Member
Jun 2, 2008
1,502
0
0
liandri.darkbb.com
This seems to be suffering from too planned out lighting. The architecture seems very cramped, which is of course intentional so tastes aside that's fine, but why make the lighting feel cramped as well?
I don't want to sound condescending or anything. Don't take it that way! These are just my thoughts, solely judging by that one screenshot.

I feel like you're being dominated by your idea with the light coming from the windows. It feels like an after-thought. Like you came up with the architecture, figured windows would fit there and then made light come through them. What you then had was a partially lit map with many small shadowy areas that had to be lit somehow. Being paranoid of color-bleeding you were then overly careful to only light the shadows with lamps. Very small lights as not to interfere with the light coming from the windows.
This makes the level feel hectic now because the lighting changes every couple of meters.

It's not like a blue-moon-light-lit castle with a couple of orange torches, like in the classic UT-map color-scheme. Nothing changes there. It's still all blue but has some torches. Your level on the other hand isn't all blue with a couple of lamps but it's blue-yellow-green-blue-green-yellow... Because you made a careful distinction between where light comes in through the windows and where lamps are lighting the level. In the castle-example it's all blue. The blue doesn't stop for the torches. So it feels like one despite the contrast. Not in your level.

Also if the place were a real building, what happens at night? The shadowy areas would still be lit by lamps but what happens with all the areas where sunlight used to be?
And if I wanted to work/live/pray/whatever there the sunlight wouldn't be bright enough for me. Maybe if the whole place was a little subdued but not with the bright colorful lamps here and there. I would think, why let the wonderful bright light stop here just to make way for the low, pale sunlight. If it was the other way round, with strong sunlight and weak lamps it would feel right(er).

What I would do if I were you:
- try to make the sunlight the eye-popping colored light and make the lamps take the backseat
- or make all the lamps less dominant and make them light the sunlit areas as well
- or get rid of most of the lamps and make the sunlight brighter and let it bounce more so it shines into its shadows too a bit and then only leave lamps where you absolutely have to
- or get rid of the contrast. Not every UT map has to have two opposing colors plus optional highlights. You can use your sunlight color, make it a little stronger and brighter and have the yellow lights be blueish (not a 100% match, but somewhere in the same ball-park) as well. Make contrast with brightness and shape instead of color. The green ones would have to be changed to something other than green then, I'd say.

These are pretty severe changes. I don't mean this to come across as "your map, as it is now, stinks, change it!". Not at all. It's just that I'm no expert when it comes to this so it's easier for me to handle a sledgehammer than a surgical knife.:)
 

Sjosz

(╯°□°)╯︵ ┻━┻
Dec 31, 2003
3,048
0
36
Edmonton, AB
www.dregsld.com
It looks ok. But i can't help but feel it's missing something. What that something is i couldn't tell you though.

That would be the team-coloured mini-lights along the big trims, probably. :)

This seems to be suffering from too planned out lighting. The architecture seems very cramped, which is of course intentional so tastes aside that's fine, but why make the lighting feel cramped as well?
I don't want to sound condescending or anything. Don't take it that way! These are just my thoughts, solely judging by that one screenshot.

I feel like you're being dominated by your idea with the light coming from the windows. It feels like an after-thought. Like you came up with the architecture, figured windows would fit there and then made light come through them. What you then had was a partially lit map with many small shadowy areas that had to be lit somehow. Being paranoid of color-bleeding you were then overly careful to only light the shadows with lamps. Very small lights as not to interfere with the light coming from the windows.
This makes the level feel hectic now because the lighting changes every couple of meters.

It's not like a blue-moon-light-lit castle with a couple of orange torches, like in the classic UT-map color-scheme. Nothing changes there. It's still all blue but has some torches. Your level on the other hand isn't all blue with a couple of lamps but it's blue-yellow-green-blue-green-yellow... Because you made a careful distinction between where light comes in through the windows and where lamps are lighting the level. In the castle-example it's all blue. The blue doesn't stop for the torches. So it feels like one despite the contrast. Not in your level.

Also if the place were a real building, what happens at night? The shadowy areas would still be lit by lamps but what happens with all the areas where sunlight used to be?
And if I wanted to work/live/pray/whatever there the sunlight wouldn't be bright enough for me. Maybe if the whole place was a little subdued but not with the bright colorful lamps here and there. I would think, why let the wonderful bright light stop here just to make way for the low, pale sunlight. If it was the other way round, with strong sunlight and weak lamps it would feel right(er).

What I would do if I were you:
- try to make the sunlight the eye-popping colored light and make the lamps take the backseat
- or make all the lamps less dominant and make them light the sunlit areas as well
- or get rid of most of the lamps and make the sunlight brighter and let it bounce more so it shines into its shadows too a bit and then only leave lamps where you absolutely have to
- or get rid of the contrast. Not every UT map has to have two opposing colors plus optional highlights. You can use your sunlight color, make it a little stronger and brighter and have the yellow lights be blueish (not a 100% match, but somewhere in the same ball-park) as well. Make contrast with brightness and shape instead of color. The green ones would have to be changed to something other than green then, I'd say.

These are pretty severe changes. I don't mean this to come across as "your map, as it is now, stinks, change it!". Not at all. It's just that I'm no expert when it comes to this so it's easier for me to handle a sledgehammer than a surgical knife.:)

You know, you'd be pretty awesome if you'd be right without ever playing the level. I don't take offense from feedback based on a few screenshots. The layout/architecture/geometry isn't cramped by any means, and the windows were very much planned out, in fact, it's one of the first things I built after planning.
These are 2 large shafts going down underground, with the top floors being just above surface, showing the sky above. There is a lot of colourbleed with blue that I intend to keep, and a lot of work is going into getting the blue to bounce all over the place in the shafts so the area with only artificial lighting is only the middle room connecting the 2 shafts.
The sunlight is actually pretty strong by itself, and if you were to see the top room, or any of the floors the light casts on directly (and bounces from), you would most likely agree. I still intend to have 1 artificial lightsource on the top floor at the flags, to at least give a bit of colour combination there, too.
Thank you for the feedback though. I'll take what you said in consideration when I continue exploring the lighting scheme and locations for artificial lights. :)
 

Tommo64bit

New Member
Apr 13, 2010
4
0
1
Hey Guys,

A few of us got together last month to start talking about a mod / map pack for UT3 - all of us are Game Development students. So we came up with the idea of making accurate rebuilds of maps from the Halo series that would best suit the gameplay variants found in UT. Currently we're still working on a few map concepts, I've attached some screenshots of the most complete one below [Valhalla].

Please let me know what you think!

Best,

Tommo
 

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Kantham

Fool.
Sep 17, 2004
18,034
2
38
Main menu for my Gears mod

[screenshot]http://j.imagehost.org/0167/main_menu.jpg[/screenshot]
 

Mclogenog

I put the lol in philology
This thread's been dead...

some UDK stuff:
[SCREENSHOT]http://mclogenog.files.wordpress.com/2010/05/security02.jpg[/SCREENSHOT]

[SCREENSHOT]http://mclogenog.files.wordpress.com/2010/05/security04.jpg[/SCREENSHOT]

EDIT: This isn't WIP, but I didn't think it was worth starting a new thread over.
 
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Cr4zyB4st4rd

I make awesome ©
Aug 8, 2008
1,244
0
0
34
P'Boro, UK
Looks nice. But there seems to be a lot of green light, yet I see no green light sources? Sky inthe first shot seems to be a much darker source then the lighting suggests and redder? I can't see the sun ofcourse but those are the first things I noticed.