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DM - Untitled Space level

  • Lee3dee
  • January 20, 2005 at 10:23 PM
  • Lee3dee
    • January 20, 2005 at 10:23 PM
    • #1

    Your probably all wondering, what happened to the Unreal office level i was working on. Well i got inspired on the plane while we waited for our bags from Useless Airways. Started drawing and came up with something more creative.

    This is 1 of 4 locations in the level. They will all be located on pieces of rock debris. Rachel's Diner is 70% complete with textures needed to be fine-tuned and objects smoothed. Total poly count for rachel's is 13000 including the piece of rock. Next i need to add some walkways and spaceships. I thought I would use Epic's spaceships as the vehicles scattered around the level. Make them swoop around the area, showing a busy town. I was thinking of making 1 or 2 ships playable, to get from one place to another quickly, maybe in a hidden area, but we'll see .

    The two drunks are characters from the game, that I repositioned as is the bartender too. Need to add particles to the rocket engine, food machine and dripping waste from the pipes. But all that is sugar coating later.

    Concept

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachels_concept01.jpg]

    Screenshots

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_01.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_02.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_03.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_04.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_05.jpg]

    Open to Suggestions, comments, ideas

    edit: oh, Pete's Garage is in the modeling stages, be posting concept and screens soon

  • ReNo
    • January 20, 2005 at 10:41 PM
    • #2

    I love it, great theme My main concern would be about playability - if the gameplay takes place on 4 seperated asteroid type things, how do players get between locations and are there enough routes to make it play well?

  • Lee3dee
    • January 20, 2005 at 10:43 PM
    • #3

    I was thinking hoping across pieces of rock, or some broken ships as bridges. I have a few ideas kicking around but, thats why im posting now, to share ideas

  • Evert
    • January 20, 2005 at 10:47 PM
    • #4

    Looks awesome.

  • Doofus
    • January 21, 2005 at 3:46 AM
    • #5

    I like it very much. The map and the concept.

  • Mazy
    • January 21, 2005 at 8:51 AM
    • #6

    awesome style, the lighting is a bit bland though

  • FrieChamp
    • January 21, 2005 at 8:54 AM
    • #7

    Cool stuff the texture on the outside of the rocket/diner is a little bit blurry though. Oh, and what about adding a big red arrow sign next to the building ?

  • Angel_Mapper
    • January 21, 2005 at 9:14 AM
    • #8

    Woot, a map named after me!

    Nice concept, I like the cartoonish style.

  • Hourences
    • January 21, 2005 at 9:16 AM
    • #9

    fun concept, tho how far done are you ? you need stuff in the skybox, a sun, meteors, milkyways, galaxies whatever but something + if possible a light source in the skybox + you could have little rocks of debris floating around your main rocks and on top of them

    indoor I dont see a lot of lamps or so either and I would add more vertices on some spot to get better vertex light

    and I cant see if you already have but you can vertexpaint a sand texture on top of the rock

    you can also add small lamps around the building and on the bottom of the rock to lit the place up or youll end up with too much black

  • von*ferret
    • January 21, 2005 at 5:09 PM
    • #10

    hahaha I love the wacky theme. Keep it going.

  • KidDynamite
    • January 21, 2005 at 6:04 PM
    • #11

    As said, i as well love the theme great job

  • RA7
    • January 21, 2005 at 11:38 PM
    • #12

    LOL map to meh... GJ..:-)

  • DaanO
    • January 22, 2005 at 1:35 AM
    • #13

    You have a cool start, now you need to take it a step further. The rock is just totally uninteresting, as is the rest of the enviroment, which is my main concern. The inside looks cool, i love that player model standing by the foodomatic, i like the concept. The outside though it just a plain rock. Also, i agree with Hourences. Make it more interesting.

  • mike-0
    • January 22, 2005 at 3:07 AM
    • #14

    ive been seeing some wack ass ut maps lately

    this one looks SOOOOOO much better than that office. gj

  • Lee3dee
    • January 22, 2005 at 8:24 AM
    • #15

    small update:

    Added debris around the rocket area, a few boxes. Removed the table at the back and added a karaoke setup with banner. Tomorow, add lights around the rocket, improve lighting setup and add the parked ships area.

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_06.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_07.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_08.jpg]

    [Blocked Image: http://www.lee3dee.com/ut2004/space/rachel_09.jpg]

    for some reason, when I create a texture in photoshop and then export it using the DDS plugin by nvidia, im not getting any alphas even at DXT5. Anyone have any experience using dds files and alpha maps?

    [Blocked Image: http://www.lee3dee.com/ut2004/space/dds.jpg]

    More updates tomorow

  • MagicTMP
    • January 22, 2005 at 9:06 AM
    • #16

    love the theme. now make the map bigger .

  • Hourences
    • January 22, 2005 at 2:31 PM
    • #17

    if you use photoshop 6 or 7.0 you need a targa update patch i thought, 7.01 or so already had it

    if really nothing works for you, try to save it as 32 bit tga, see if that works and then later on compress it in ued to dxtc5

    with lights below the rock i mean lamps too

    small radius, high brightness lights so there is an area of darkness between 2 lamps

    vertexlighting really isnt working well in your map :/

    too many flat shaded textures prolly, you could always try to render lightmaps in max and use those for the map but that is going to be a lot harder

  • Lee3dee
    • January 22, 2005 at 7:02 PM
    • #18

    MagicTMP: Thats 1 of 4 pieces of the map its going to be alot biggger

    Hourences: Thanks for the tips, I really appreciate it I'm using psd 7.01. I was going from a psd file to dds, but i guess I should make it a TGA first. I'll try that today. Lights are work-in-progress , I know what you meant . Yeah, my vertex lighting is blah, but i was thinking when i start adding other areas, like Pete's garage with lights there, its all going to have to be tweaked again. lol

  • Marcos
    • January 22, 2005 at 7:16 PM
    • #19

    Hehehe cool map!

    Add some more coloured lights in the karaoke area to get that sepcial feeling ;D

  • Lee3dee
    • January 22, 2005 at 7:52 PM
    • #20

    hahah, u know set the lights to disco in the editor, but they didn't show up ingame, lol. guess i'll read up on it

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