im pretty disappointed in myself that i haven't been able to make anything for this, but i guess you gotta prioritise life. Everyone elses stuff looks great so far.
THE CUBE CHALLENGE: Rules and discussion
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Haha, been in heavy crunch at work for a few months now, the last 3 weeks being pretty extreme. I've managed to get back up to speed with COD4 compiling system and its quirks and made a couple of test maps. I think I might just jump ship and crank out a quick UDK or UT3 map and call it done!
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Some kind of ancient modernist palace, courtesy of Ico / Prince of Persia / Giorgio de Chirico / Luis Barragan. Still need to finish an art pass... then a gameplay scripting pass, then a 3D skybox. Looking to finish this weekend.
Woooooo c'mon people show your WIPs!... or start your entry right now!
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Looking pretty cool Campaignjunkie.
I was playing around with lighting a bit in mine so had to throw in some extra ones quickly so you could see what's going on. Still need to add all the generic portal "look" stuff and detail.
Basic idea? Get all three cubes to put on all three buttons to open the door.
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I've got a looooong ways to go yet; wrapping my head around the gravity has been time consuming - as was last month's milestone at work! This'll be tight

[attachment=0]2011-03-13_00002.jpg[/attachment]
My goal is to have playable space on all 6 of the border edges of the cube... I've got 5 accounted for, and should be able to get the last one incorporated as I finish up the base layout. 3 gravity directions are represented in this shot

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Ooooh so that's what you were doing with Prey. Steam said you were playing and I thought "Hasn't he finished that yet?"
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I'll try to start something tonight!
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I've still got a loooong ways to go
But hey, gravity!External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
What game is that in, KFS? Looks like the hooks of Prey with the visuals of Portal.
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Yep it's Prey. And It's awesome!
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The next thing i saw after that video was that Prey 2 has been announced.
Looks really cool though, must be a bit of a challenge using all 6 surfaces to effect.
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some really cool stuff kfs
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Making a deathmatch map in the UDK. I wanted a more asymmetrical design with multiple elevations. Here's where I'm at so far.
[attachment=3]Highres_Screenshot_00002.jpg[/attachment]
[attachment=2]Highres_Screenshot_00005.jpg[/attachment]
[attachment=1]Highres_Screenshot_00006.jpg[/attachment]
[attachment=0]Highres_Screenshot_00007.jpg[/attachment]
Let me know what you guys think. Gotta get this finished up by Friday so I can submit before the weekend.
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damn son, that's pretty good.
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Looks absolutely lovely. Dark region below looks a little too dark and monotone to me but otherwise I can't really fault it. Looks like a fun little space to play in to boot. Great job!
Also impressed by Andrew's Prey map. I only played the (generous, IIRC) demo of Prey which did have a couple of gravity switching moments, but this looks like quite the headfuck and should be really interesting in multiplayer.
Keep it up everyone, some very interesting looking projects coming outta this by the looks of it!
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holy shiiiit, some real pretty contributions!!!

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Looks great, esp last shot! Even with stock udk assets you can make cool things
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Yeah, the bottom-most area of the map is the area which I think still needs the most attention. There's still some pretty dark corridors that the bounce light isn't getting to, gotta drop in some lights to brighten it up.
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Well, I didn't end up posting any shots while this was still WIP, but here's a final screenshot of my entry "Escherisch" (HL2ep2).
What began as an experiment with spaces that would seem larger than 1024x1024 ended up as a small maze-like village with nonlinear connections between areas (for example, you can get to the top of the tower, but the stairs up inside it lead somwehere other than there), and a section of the map that appears to be outside the 1024^3 cube, but isn't.
I was very early constrained by not being able to get lightmaps to appear continuous at the odd connections, which led me to forgo actual lighting and instead experiment visually with strong shapes and tonal contrast. The result is not going to blow anyone away, but it's quite distinctive.
[attachment=0]escherisch0002.jpg[/attachment]
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