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Jun 16, 2000
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Norwich, UK
Wow! they're looking amazing, cant wait to play them espically the Ebolt/Bastard'O creation.


Just 1 thing...

Are the INF team planning on making the flags look a bit more millitary like? (camo flags, countrys flags....i dunno something like that...just not the normal UT ones)

<img src="http://www.planetunreal.com/playaz/forum/sig.gif" width="400"


http://www.planetunreal.com/playaz/
 

.Sniper187.

Weekly War Founder and Real Maps Reviewer
Aug 5, 2000
291
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0
weeklywar.sobservers.com
Yay! CTF maps! CTF is my favorite game type (along with Assault, which is way too underused), can't wait to get some more good CTF maps for Infiltration! Looking great as always Bastard'O.

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Oden

New Member
May 6, 2000
99
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Just an observation...

First off, nice work Bastard'O! But now to all you other people that read this post... How come no one complains when Bastard'O makes a night time map? I am pretty sure that if it were anyone else someone would be griping about another night map. :D Just my 2¢

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-Aspire or Expire-
 

Alpha_9

Infiltration lead level designer
Jun 1, 2000
1,493
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Washington State
And I should point out, unless I'm mistaken, every one of Bastard'O's maps so far have been daylight or dawn/dusk maps. He has the right to do at least one nighttime map... ;)


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"Any man's death diminishes me, because I am involved in mankind; and therefore never send to know for whom the bell tolls; it tolls for thee."

John Donne
 

HollowPoint

TBuildT mapper
Oct 21, 2000
366
0
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41
Great as usual!

Nice..i like night maps!
They give a more 'i have to be carefull' feeling.

---Mess with the Best...Die like the Rest---
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bastard_o

Lead Designer
Oddly enough...

I love the extra suspense you get with a well lit dark sky'ed level.

You can still make bright areas with the normal type of light sources we humans like to have on when the darkness comes...

I have been play testing this one with bots in black and dark blue skins... which tends to mean that all you see is a silouette in those areas in shadow or darkness.

Light, Dark doesn't much bother me either way, only that I know only to well that making MID-DAY lit levels VERY VERY difficult and frustrating to say the least because the UT engine seems to have small problem with big bright outside levels, the sky_box can be seen sometimes where polys meet...

UT maps don't have this problem because normally the sky_box can only be seen thru a window or roof which you can't access anyway.

My current dilema is what to create NEXT, this is always a problem for me, big, small, where, how to be different and original, how long should I spent on it, 2 weeks of evenings, 3, 4, 5 .... We all know how long even a good level takes to make, let along the prefect level, which btw I expect is just impossible.

I get sick to death of looking at the same level for more that a month...

Maybe the way to make levels should be like this...

There is a massive repository of stock brushes, building, houses, lots of stuff that you would expect to see around the place, all to a standard scale.

Then you get your main geometry builder to make the first version of the level, main terrain if any, main structure etc.

Then you get your texture dudes to come in and decorate the level with whatever they think or the design team has decided apon.

Then the lighting man does his job.
Then the game play dude steps in for path noding etc etc.

Then back to you for final polishing....

Not sure whether any of that would work at all, but I have always wanted to have a massive repository of well scaled stock brushes.

Bastard'O
 

Ignato

TBuildT Mapping Team
Apr 20, 2000
259
0
0
Toronto, Canada
I agree...

Yeah, I know that feeling Bastard'O. I have spent about 6 months on my current map and counting. Quality maps take forever to make. It would be much easier with 4-6 people working on one map that would be remembered and played for a long time rather then have 4-6 average maps with many tired people.

Having stockpile of brushes is a good idea, but will be tiring for the players after they see the same house used in three different maps. A map should be totally unique and refreshing in almost every aspect and bring something new to the table.

In my opinion, having different people on different tasks (such as lights, textures, testing etc.) is the most efficient and the most fun. The load isn't all set on you to the point that you become sick of making the map. Which, is the case for me at the moment.

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Unofficial Mapper
 

HollowPoint

TBuildT mapper
Oct 21, 2000
366
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Agreed.

After a few weeks of continious mapping i get easely bored.
And there are also lots of other problems, example:
when u have (again) a great idea, but after a week u realise that it can't be done..very frustating, and also the usual loads of BSP errors that screw up your level etc etc.
Many of my maps did not see the daylight du to these problems.
I personaly think its a good idea to split up the work.
I mean, i'm good at making the geometry of maps, but i have no clue how to make pathnodes and stuff like that.

---Mess with the Best...Die like the Rest---
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Ignato

TBuildT Mapping Team
Apr 20, 2000
259
0
0
Toronto, Canada
Pathnodes IMHO are quite easy compared to the other tasks. I hate doing the lights because the version of UE that I am using has a nasty bug where is crashes after 4 lights are placed. No warning...just goes all black and dies. I have to rebuild the damn lights after every 3 placed. Getting annoying very quickly.

INF3.gif


Unofficial Mapper