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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • insta
    • April 15, 2011 at 2:51 PM
    • #8,441

    Are you agreeing or disagreeing??

  • Sentura
    • April 15, 2011 at 2:59 PM
    • #8,442

    i think he's trying to say that in pathelogical cases it could happen

    also the point i was trying to raise before was basically "how should i make it less barren"

  • Froyok
    • April 15, 2011 at 3:07 PM
    • #8,443

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    Work of this week.

    It's hard to work with the unrealscript without any descent documentation.

    Hopefully, there is the wiki of beyond unreal !

  • insta
    • April 15, 2011 at 3:29 PM
    • #8,444
    Quote from Sentura

    i think he's trying to say that in pathelogical cases it could happenalso the point i was trying to raise before was basically "how should i make it less barren"

    Have you been in a forest or seen pictures of it? There's stuff there! Like shrubbery and maybe small stones. Some grass. Maybe a nice cottage which holds healthpacks???

  • Serenius
    • April 15, 2011 at 3:31 PM
    • #8,445
    Quote from Sentura

    i think he's trying to say that in pathelogical cases it could happenalso the point i was trying to raise before was basically "how should i make it less barren"

    Would help if you could elaborate on the setting and perhaps put in some basic brushes to replace the buildings I'm assuming were taken out for your thesis.

    If it's a heavily forested environment, it needs more trees, bushes, grass, etc.

    Froyok: Have you checked out Epic's UDK forums and the UDK documentation site?

  • Sentura
    • April 15, 2011 at 3:41 PM
    • #8,446

    the thing is, it's not really a forest as it's situated on a small island. from the tests ive done on it, i've basically only gotten feedback that it is "dreamy" since it has no place in the real world. i should have said this in the beginning maybe. anyway, ill try to spruce it up with some more foresty stuff, but that imo still only covers a bit of what it could be (since i could go with it being dreamy)

    i had an idea that i could maybe try and make it "corrupt" with some heavy industrialization, would that work?

  • insta
    • April 15, 2011 at 3:53 PM
    • #8,447

    If it's a small island it shouldn't have pinetrees, it should have smaller and more rugged trees. And also it would be more rocky.

  • Froyok
    • April 15, 2011 at 4:13 PM
    • #8,448
    Quote from Serenius

    Have you checked out Epic's UDK forums and the UDK documentation site?

    Yeah of course, but it's not enough. :\

    Some advanced concept are not at all covered, it's very cryptic...

  • Sentura
    • April 15, 2011 at 4:26 PM
    • #8,449
    Quote from insta

    If it's a small island it shouldn't have pinetrees, it should have smaller and more rugged trees. And also it would be more rocky.

    which i guess is why it's dreamy. ill make it larger and perhaps make a lake out of it.

  • mjens
    • April 15, 2011 at 5:41 PM
    • #8,450
    Quote from insta

    Are you agreeing or disagreeing??

    Well, trees are growing straight, it's not possible that tree is rotated unless is dead and erosion displaced it a bit, like here:

    [Blocked Image: http://image.shutterstock.com/display_pic_with_logo/84660/84660,1233172753,2/stock-photo-alone-tree-on-the-rock-mediterranean-scrub-erosion-effects-24041980.jpg]

    Making rotated trees on straight land is a bit cartoony, it just look weird. But still it's possible

  • ⌐■_■
    • April 15, 2011 at 8:47 PM
    • #8,451

    @ Sentura

    apart from what has been said i'd say the dustclouds beneath some of the trees (2nd picture for example) are a bit too 'present', maybe make that a bit more subtle (lower to the ground)?

    making the trees have shadows (with decals) would add to the atmosphere i guess and maybe add a little sunflare effect?

    also: have you really been far as decided to use even go want to do look more like?

  • twiz
    • April 16, 2011 at 2:18 AM
    • #8,452
    Quote from killertomato

    also: have you really been far as decided to use even go want to do look more like?

  • madgernader
    • April 16, 2011 at 6:27 AM
    • #8,453
    Quote from killertomato

    also: have you really been far as decided to use even go want to do look more like?

    Well of course! its all so clear now!

  • dux
    • April 16, 2011 at 3:43 PM
    • #8,454

    ahaha. Put the spliff down.

  • ⌐■_■
    • April 16, 2011 at 5:12 PM
    • #8,455

    know your memes, guys!

  • killmachine8
    • April 17, 2011 at 7:36 PM
    • #8,456

    good evening. this is my first post here. pretty glad i finally made it here. tried to register a couple of months ago but had some troube with the captchas. i just couldnt register for some reason. went back here to try it again a couple of days ago and, yay, it worked.

    so. i do "leveldesign" for quite some time now. i started in "build" (duke3d) acutally and messed around with the different idtech's ever since. breaks here and there but leveldesign is still one of my favorite hobbies. doing creative stuff in general.

    heres something ive been doing the last couple of days. its approx. 8 hours of work. i wanted to keep it very clean and simple texture wise. wanted to conentrate on brush+patch work.

    keep in mind i didnt touch the radiant for a while now. need to get back into it.

    inspiration came from the tube in the center from this map (thx Pomperi):

    viewtopic.php?f=57&t=16011

    done in idtech4 (quakewars) radiant. the grey textures are costum made.

    [Blocked Image: http://www.IMG-Teufel.de/thumbs/shot00001d9eac81fJPG.jpg]

    [Blocked Image: http://www.IMG-Teufel.de/thumbs/shot000021df6a73dJPG.jpg]

    comments appreciated.

  • 2d-chris
    • April 17, 2011 at 11:17 PM
    • #8,457

    Hey welcome!

    The ceiling is a bit flat, it's the single part of a corridor you can usually do the most with artistically ... but the actual geometry looks very cool indeed keep it up

  • ⌐■_■
    • April 18, 2011 at 1:31 AM
    • #8,458

    it was a big thing for me to come out of the closet as someone who likes to do leveldesign as a hobby. all my friends expecting the utmost pimp attitude... now they're cool with it, but still...

    @killmachine: your map looks very wip but I like your architecture. not sure about that custom grey texture though... you plan to keep it that way? makes me want to explore the radiant editor!

    also, my supposed-to-be 1024 contest contribution (which got deprioritized because of my addiction to beautiful women) is nearing completion. since i made the roofs accesable it is technically not a 1024 map anymore, but it makes the gameplay far more interesting imo. i haven't done much about optimizing my map (apart from minor visblocking and massive func_detailing) but i guess it runs decent on most modern medium rigs (whatever the hell that's supposed to be...). this map, which i will call ''dm_huckleberry'' will be playable with up to 10 players and focusses mainly on firefights rather then ''physicsfights'', although both is possible. no hdr because i hate it and no custom content because i fail when it comes to modelling

    dm_huckleberry:

    wip shots:

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/1.png]

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/2.png]

    now shots:

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/3.png]

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/5.png]

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/6.png]

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/7.png]

    [Blocked Image: http://www.zuriel.nl/overig/maps/screenshots/8.png]

  • Pampers
    • April 18, 2011 at 4:06 AM
    • #8,459

    sweet

  • insta
    • April 18, 2011 at 11:02 AM
    • #8,460

    That looks really cool!

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