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UT2 DM-Redkin

  • Hourences
  • January 24, 2005 at 12:03 AM
  • Marcos
    • January 25, 2005 at 4:43 PM
    • #21

    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.

  • Zacker
    • January 25, 2005 at 5:40 PM
    • #22

    Very nice work as usual! I think the lightstyles and the amount of them fits the map and UT well.

  • Hourences
    • January 25, 2005 at 7:49 PM
    • #23

    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

  • Marcos
    • January 25, 2005 at 8:43 PM
    • #24

    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

  • Hourences
    • January 25, 2005 at 9:42 PM
    • #25

    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

  • Minos
    • January 26, 2005 at 4:55 PM
    • #26

    Looks quite nice as most of your maps. I love the style and lighting on this one.

  • Lee3dee
    • January 27, 2005 at 4:07 AM
    • #27

    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

  • Hourences
    • January 27, 2005 at 10:31 AM
    • #28

    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

  • Lee3dee
    • January 28, 2005 at 5:17 AM
    • #29

    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

  • Eliot
    • June 30, 2005 at 12:03 AM
    • #30

    map is really great detailed and i like the textures but it plays bad by the low fps

  • csharp
    • June 30, 2005 at 1:07 AM
    • #31

    YEah, it is great, but i dont like it for some reason

  • 2d-chris
    • August 4, 2005 at 10:39 AM
    • #32

    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

  • ReNo
    • August 4, 2005 at 12:01 PM
    • #33

    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.

  • Hipshot
    • August 25, 2005 at 2:42 AM
    • #34

    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.

  • mike-0
    • August 28, 2005 at 8:38 PM
    • #35

    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?

  • Zacker
    • August 28, 2005 at 9:08 PM
    • #36

    Lol @ 2d-chris, you thread bumper!

    But yeah, this map is indeed well made, so it does kinda deserve a bump as ReNo said.

  • Hourences
    • August 28, 2005 at 10:51 PM
    • #37

    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

  • mike-0
    • August 28, 2005 at 11:12 PM
    • #38

    Extra content is free? damn, ill just buy the regular version.

  • zeOx
    • August 29, 2005 at 12:44 PM
    • #39

    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!

  • von*ferret
    • August 30, 2005 at 7:31 AM
    • #40

    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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