1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

DM Krodan - WIP - UT3

  • Hourences
  • November 26, 2007 at 2:25 AM
  • Hourences
    • November 26, 2007 at 2:25 AM
    • #1

    Gears Of War Spire map is on hold to let the UT3 release cool off, and give room for my book release. It's pretty much done though, so I've started working on a new level already.

    -UT3

    -DM

    -House is deco, you play mainly in the "garden"

    -101 percent custom content. Absolutely everything you see if self made.

    -Zero BSP

    -These are the very first pics, there are several things wrong. Bird particles are messed up, lots of normal map seams in the house, spec disappeared from ivy, etc.

    [Blocked Image: http://users.pandora.be/Hourences/krodan2.jpg]

    People complain the rock is too shiny, opinions?

  • Sentura
    • November 26, 2007 at 8:09 AM
    • #2

    rocks are too shiny

    but then again unreal was never the most realistic engine out there. other than that, the map looks really awesome.

  • h0ok¿
    • November 26, 2007 at 9:33 AM
    • #3

    Looks promising , hard to see if the rocks are shiny by just looking at the screens

    btw, heard that you are working at SBZ now, gratz to that and when you meet Theo in the corridor just say "Din mamma!"

  • static07
    • November 26, 2007 at 9:34 AM
    • #4

    It just seems as they were lit on a cloudless summerday. Contrasting the cloudy sky. Materials need some tweaking.

    Looks good tho, as to be expected from you.

  • Minos
    • November 26, 2007 at 1:59 PM
    • #5

    Oh yeah I remember some WIPs from this project like years ago Looking real solid hourences, you rock sir.

  • Skjalg
    • November 26, 2007 at 2:49 PM
    • #6

    you like building things into rock, dont you?

    I do too <3

  • Psy
    • November 26, 2007 at 3:36 PM
    • #7

    Spit-shined rocks ftl.

  • Thrik
    • November 26, 2007 at 4:00 PM
    • #8

    Yeah, rocks aren't going to be that shiny unless they're wet. You could get away with it if you somehow incorporated a watery theme into the shiny bits such as a waterfall, or perhaps just have rain.

    Even cooler would be to have intermittent rain, but I have no idea whether or not the editor could let you do that.

  • static07
    • November 26, 2007 at 4:03 PM
    • #9
    Quote from Thrik

    Yeah, rocks aren't going to be that shiny unless they're wet. You could get away with it if you somehow incorporated a watery theme into the shiny bits such as a waterfall, or perhaps just have rain.Even cooler would be to have intermittent rain, but I have no idea whether or not the editor could let you do that.

    they do get that shiney, but only with a lot of sun.

  • PogoP
    • November 26, 2007 at 4:52 PM
    • #10

    The entire scene looks like it's underwater. I don't know whether it's the specular on the rocks or what, but it has that shimmering look that you get underwater. You know, like this:

    [Blocked Image: http://www.wildernessadventures.ca/Photos/June%2020-22,%202003%20Kayak%20photos%20by%20Chuck/images/underwater-rocks.jpg]

    I also think the blue rocks look a little odd.

    Apart from that though, good work

  • Hourences
    • November 26, 2007 at 5:48 PM
    • #11

    Downgraded shinyness a little but it remains quite shiny, Im afraid of downgrading it even more as it might look too flat then :/

    Perhaps I need a new Normal map, something with less small harsh details in...

    Added detail normal mapping + fall off shading + a yellow overlay on the rocks, now got to try and animate the vegitation in the wind + see if I can add fake specularity on top to not make them look so flat and previous gen'ish. Hope to have new pics tomorrow or so

    Ill see if I can get very subtle rain in.

    And yeah Hook, SBZ, but Ill only be starting in feb.

  • Deh0lise
    • November 26, 2007 at 7:12 PM
    • #12

    It looks fine to me, realistic isn't allways good looking. Imo making it darker won't make it look better. So gj, it looks great! (much better than in editor xD)

  • e-freak
    • November 26, 2007 at 7:32 PM
    • #13

    SBZ isn't Sovietische Besatzungs Zone (Soviet-Controlled-Zone in Germany after WW2) but Starbreeze Studios I assume?

    congrats when Good looking map as well! No additional points to make

  • Sindwiller
    • November 26, 2007 at 7:52 PM
    • #14

    Looks really good!

  • Warby
    • November 26, 2007 at 9:22 PM
    • #15

    hot stuff

    i started making a little testmap today aswell in unreal ed but than i tried (god forbid) to cock it and that dos window crashed and now i cant load any map anymore in unrealed not even the official ones like "deck" that used to be able to load ... ... do you know what files are being written/generated during the cooking process that could fuck everything up for me ?

    i really want to start posting hot stuff here as well

    /edit it was the shader cash that got corrupted it seams

  • aevirex
    • November 26, 2007 at 9:45 PM
    • #16

    Warby, gogogogogo!!!

  • FrieChamp
    • November 26, 2007 at 9:47 PM
    • #17

    A Hourences vs Warby mapping battle in U3 - now that's something I would like to see!

  • Warby
    • November 26, 2007 at 10:00 PM
    • #18

    that man has several "YEARS" head start before me so ... instead of competing i decided to leach of of his knowledge at any given chance :D :D

    *caugh* shamelessselfpimpinotherpeoplesthreads*

    http://www.mapcore.net/forums/viewtopic ... 087#182087

  • Hourences
    • November 27, 2007 at 1:52 AM
    • #19

    Warby is better in modeling and skinning than I:)

    Level progressed well. There are still plenty of probs left though, the statues at the gate float for example, and there are seams in the volumetric lighting beams. Also theres something wrong with the lighting, but I cant get it right. The house is too dark and looks too uninteresting right now. However rotating the sun makes the strong lighting from the windows become obsolete, so thats not it either...

    The level is already 181 MB large...

    [Blocked Image: http://phalanx.planetunreal.gamespy.com/krodan3.jpg]

  • Minos
    • November 27, 2007 at 2:08 AM
    • #20

    It has so much detail that you will barely get to see the other players

    Rocks look a lot better. Personally, I'd like to see more of those lanterns in the front yard.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™