The map looks awesome. I played Rankin alot in the UT2004 demo. Loved it.
Btw, I was browsing your site when this occured:
This site is defaced!!!
NeverEverNoSanity WebWorm generation 14.
![]()
The map looks awesome. I played Rankin alot in the UT2004 demo. Loved it.
Btw, I was browsing your site when this occured:
This site is defaced!!!
NeverEverNoSanity WebWorm generation 14.
![]()
Very nice work as usual! I think the lightstyles and the amount of them fits the map and UT well.
Lee -> follow links above the pics ![]()
Marcos -> when did you visitted my site and when and on what page you got that ? That php worm was suppose to been fixed since last month and its working fine for me
Map might get delayed a little ![]()
Getting a friend skin my spitfire and trying some experimental max based animation on them
Hourences: About 4 hours ago.
I browsed your maps and view some pics, and it was DM-Sae - UT2003 that gave me the "error"
I still get it, like when viewing this file: http://www.gamedesign.be/Hourences/work/saef7t.jpg
EDIT: The link was wrong somehow.. anyway, It occurs when i click on any of the two last screenshots on DM-Sae
Yeah I see now, must have forgotten to fix those htm's, will fix in the comming time
Working on a completely new version of the site anyway, this one is utterly old
Looks quite nice as most of your maps. I love the style and lighting on this one.
I had a question for u Hourences ![]()
Your level contains alot of static meshes. Kinda like my space level, it will also feature alot. Whats the best way to optimize you level when you have so many meshes? So that the players don't loose any fps. Portals? Does the engine prefer meshes over brushes? Just wanted to get some advice on this, based on your experience making levels for the game ![]()
My level has a lot of meshes but also a lot of bsp because its indoor and fairly straight on while your level is mesh only and thats correct, your level isnt suited for bsp
The stuff is optimized mainly by volume anti portals (occluders, make them as large as possible, not touchable, no more than a dozen a map prefferably) and bsp zoning. You can only zone indoor areas and only when you use bsp so since you dont have both you are going to have rely solely on volume anti portals
Smeshes are faster than BSP, both renderwise as memory wise
retail mape examples
ctf-magma, outdoor and mesh only
dm-rrajigar indoor zoned but still mesh only
In magma there is a giant zoneportal in the middle of the map I believe, I wouldnt do that in yours, no giant zoneportals please ![]()
I think you dont have that many meshes yet tho, so you prolly dont have to worry yet. fyi this map has 1200 meshes, 600 brushes, 30 000 meshpoly in view avg, 75 000 max at some spots, 14 zones, 12 anti portals and 500 lights. You are prolly way below that so dont worry yet ![]()
And be sure to compress your custom textures to dds
I looked on facing worlds and a few other space maps, and yeah they do have a huge zone portal in the middle of the map, I guess thats a no-no for future reference. Oh, and all my imported textures are dds, the file size difference is huge ![]()
map is really great detailed and i like the textures but it plays bad by the low fps ![]()
YEah, it is great, but i dont like it for some reason ![]()
not sure how old this thread is
but the map looks really nice! i like the lighting allot, it's the typical ut2k4/U2 lighting technique which i love ![]()
You could always look at the date at the top of every single post in it
I think this is one of those maps that justifies a late comment though.
I know this thread is old, but I need to comment on it, soz for bump.
I have always been impressed by the environments possible to make with the Unreal engine, when Unreal came back in ~98 they looked great and still Unreal sports some of the better lookin levels in the entire gaming scene when it comes to outside maps. I think it has something do with the lighting and the for most part very well made env maps.
[Blocked Image: http://www.gamedesign.be/Hourences/work/new2/redkin1.jpg]
I'm a sucker for industrial themes (all my work and doodles since ~2003 has followed this theme and the next map won't change a bit), and I love large industrial windows and high to the ceiling areas, therefore I like this very much too.
[Blocked Image: http://www.gamedesign.be/Hourences/work/new2/redkin11.jpg]
The only thing I don't like is that there is plants and foliage inside the building, in a way that it looks planted there by man, doesen't fit the building style... atleast I think so.
I know everyone has said they don't like this map because of the indoor plants, but i think that's one of the things that gives this map some contrast. Also, considering the outdoors are basically 90% organic, i think the plants inside help keep the theme running.
OK, big thread hijack here, but im about to go buy UT2k4. What's the difference between the regular version and the editor's choice edition?
Lol @ 2d-chris, you thread bumper!![]()
But yeah, this map is indeed well made, so it does kinda deserve a bump as ReNo said.
Building levels in mind with logic first and then composition and other artistic stuff will make you fail. Green plants may not be logic but they help the graphics and thats more important than logic. At the end absolutely nothing is logic. Who the hell builds a frigging factory between 2 rockwalls in a giant canyon to start with ? Who cares, it has to look great first, ask questions later
The plants were needed because theres a lot of red in the map, and red needs a complimentary color so I needed some green. Red => green.
Pics dont really work for the map, theres a lot of stuff moving and animated and interactive. I wanted to prove that multiplay level design is more than about fragging in a 3d space, or even a building. Its about walking around and doing stuff (like shooting) in a world. A living world and not static or limitted to just the playing ground in this case
Depth. Could also do it trough extensive atmosphere or strong storytelling stuff for example.
ECE is better, cause it has more content
Tho all of the extra content is also freely downloable, only that takes you more work
Extra content is free? damn, ill just buy the regular version.
with the ECE you'll also get a extra DVD with nearly 70 hours of video tutorials. I bought it my self the other day, and it's defidently worth it!
my friend is bringing me some dvd with modeling tips from turbo squid for free. I can't wait. it'll be sweeet.
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