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UT3 DM-Elevation by warby release !

  • Warby
  • December 14, 2007 at 7:37 PM
  • Warby
    • December 14, 2007 at 7:37 PM
    • #1

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_01.jpg]

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_02.jpg]

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_03.jpg]

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_04.jpg]

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_05.jpg]

    [Blocked Image: http://warby.bitproll.de/leveldesign/01…levation_06.jpg]

    download:

    http://warby.bitproll.de/filez/dm-elevation.zip

    readme:

    DM-Elevation

    by soenke c "warby" seidel

    install the map into the \UTGame\published\CookedPC\CustomMaps\ folder if this is your first

    ut3 custom map you install you will have to create it yourself.

    this is my very first ut3 map.

    it mainly served me as a learning exercise for what has changes between unreal engine 2.x and 3.

    there are a couple of known issues.

    there are no custom meshes or textures in the level. all graphics assets in this map are made by epic and streamline.

    some of these meshes don't have perfectly none overlapping normalized lightmap-uvsets which leads to some

    ugly lighting artifacts most noticeable on the floor meshes on top of the castle.

    also the bots don't seam to use the aircontrol of the jump pads properly and often fall to their death.

    i am not a pro gamer myself so i am always very puzzled about what makes a good item placement layout

    for a "pro" ut-deathmatch map.

    yet i hope you will have fun with this map.

    want more ?


    http://www.warby.de

  • Minos
    • December 14, 2007 at 8:05 PM
    • #2

    Why are the shadows so harsh? It'll probably hurt the eyes after a few minutes

  • jaboo224
    • December 14, 2007 at 8:15 PM
    • #3

    looks great but like mino said, so much contrast hurts the eyes D:

  • aevirex
    • December 14, 2007 at 8:20 PM
    • #4

    It looks ok for it's purpose but your Skorbut level looks WAY more interesting :<

    (terrible sky)

  • Zeta
    • December 14, 2007 at 8:30 PM
    • #5

    jesus .. christ.

  • Grinwhrl
    • December 14, 2007 at 9:18 PM
    • #6

    Design looks cool, but the lighting and shadows are brutal

  • Meotwister
    • December 14, 2007 at 9:29 PM
    • #7

    I think it looks beautiful... as far as how the contrast would affect gameplay... i dont know...

  • Sindwiller
    • December 14, 2007 at 9:52 PM
    • #8
    Quote from Meotwister

    I think it looks beautiful... as far as how the contrast would affect gameplay... i dont know...

    It doesn't. The lighting's fine. It even gives the level a very nice touch, I like it What I don't like is the item placement, where you stuffed certain places with too much stuff, and that the elevators aren't distinguishable from the normal floor because of the lighting and the texture. Nothing is more frustrating than running to the mega health while having a bad guy in front of you, when you get tossed in the air all of a sudden. If you tell me that's gameplay... and if it was supposed to be so... well, then... fuck you Distinguishable elevators with sounds plz!

  • dissonance
    • December 14, 2007 at 10:10 PM
    • #9

  • Nexus
    • December 15, 2007 at 12:39 AM
    • #10

    it looks real, but to strong contrast in your map

  • KIIIA
    • December 15, 2007 at 1:05 AM
    • #11
    Quote

    none overlapping normalized lightmap-uvsets

    What does that mean? Do the shells in this lightmap UVsets overlap, so that the baked lighting information is corrupted?

    With which method are UT3 meshes lit? Aren`t they by standard lit with vertexlighting, do they all have (maybe require) a lightmap in their shader which is multiplied with scene lighting somehow, or does the compile do some sort of baking into this UVset in the process?

    Is it possible to assign different UVsets for different Slots of the Shader (for example one for lighting and a different one for color, and another different one for the specular)?

    It sucks that UT3 refuses to work under Win2k, which prevents me from getting my hands on the Ued3.

    From the "artsy" point of view, i like your map.....typical Warby style somehow. High standard from all aspects concerning level design in general...

  • static07
    • December 15, 2007 at 12:14 PM
    • #12

    You're aware of the bugs with the elevator. Other than that, the jumppads should drop you on the target if you don't move. the airtime you get makes you an easy target, if you're busy trying to land on a small platform you're a sitting (in mid air) duck as you can't really fire back.

    The bloom is to harsh, I don't mind the shadows, they look good. Item placement is to say the least akward (4 flaks?).

  • Warby
    • December 15, 2007 at 12:34 PM
    • #13
    Quote from KIIIA

    What does that mean? Do the shells in this lightmap UVsets overlap, so that the baked lighting information is corrupted?

    yes

    Quote from KIIIA

    they are lit by default with vertex ligth but that rarely ever creates a satisfying shadow so optinaly you can tell em to be light mapped if the object has an additional uvset for that and most of epic/streamines meshes do.

    i havent done that yet but iam certain you can

    i wish i could go back to win2k ^^

  • Felix
    • December 15, 2007 at 1:26 PM
    • #14

    I like the lighting, maybe the contrasts a bit too strong but good job anyway!

  • D3ads
    • December 15, 2007 at 1:45 PM
    • #15

    Nice use of stock content Warby, your talent never ceases to amaze me

  • dux
    • December 15, 2007 at 3:00 PM
    • #16

    I'm a sucker for orange and blue lighting. 11/ 10 !!!

  • -HP-
    • December 15, 2007 at 5:01 PM
    • #17

    The idea of the sunset environment is nice, but the level is way too orange, it ruins the mood a bit, imho!

    Definitely nice work for first UE3 map tho!

  • Sa74n
    • December 19, 2007 at 12:27 PM
    • #18

    looking good warby

    dunno how well it works ingame but the shadow seems a bit dark in places. could possibly hurt the gameplay. can't try it out tho so it might be okay

    now on to a 100% custom map with moving collosuses

  • nZero
    • December 20, 2007 at 2:47 PM
    • #19

    Nice Work Warbeast.

    /*language switch

    Für die deutschen Leser. Ich hab zu dem Level mal ein Review geschrieben.

    */

    This Level has become the title "The First Samurai".

    Because this Level is the first japan, samurai themed custom map on UT.

  • Psyshokiller
    • December 21, 2007 at 5:47 PM
    • #20

    That's the most strange "review" I've ever read. :roll:

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