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UT3 DM-Cath

  • Nurb
  • January 20, 2008 at 8:27 AM
  • Nurb
    • January 20, 2008 at 8:27 AM
    • #1

    *Update*

    These are screenshots from the final version of the map along with a new downloadlink:

    It's possible that you have to clear your browser cache in order to see the new screens.

    DOWNLOAD: http://%7boption%7d

    [Blocked Image: http://www.claeng.com/leveldesign/dm-cath-screen01.jpg]

    [Blocked Image: http://www.claeng.com/leveldesign/dm-cath-screen02.jpg]

    [Blocked Image: http://www.claeng.com/leveldesign/dm-cath-screen03.jpg]

    [Blocked Image: http://www.claeng.com/leveldesign/dm-cath-screen04.jpg]

    [Blocked Image: http://www.claeng.com/leveldesign/dm-cath-screen05.jpg]

    */Update*

    ============================================================

    Original post:

    This is the first thing I post here on mapcore so: Hey all!

    I've just finished this first beta of my first UT3 editor map. If anyone would like to give me some c & c I would greatly appreciate it. Thanks

    Level: DM-Cath

    Version: beta 1

    Description: A duel map set in a cathedral ruin.

    Playercount: 2 to 4 players

    Author: Claes "Nurb" Engdal

    Website: http://%7boption%7d

    DOWNLOAD LINK: *gone! O_o*

    Almost all textures and static meshes are custom made by me. I've tried to make a good mix between graphics and a solid, fastpaced competitive gameplay. Please mail me if you have any bugreports or suggestions (e-mail in textfile).

    The screenshots:

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

  • aevirex
    • January 20, 2008 at 9:07 AM
    • #2

    Since this is a beta i think its not to late to ask, where are the normal and specular maps?

    It looks good but it looks more like a UT2004 map tbh...

  • Nurb
    • January 20, 2008 at 10:46 AM
    • #3

    Thanks! I'll try to improve the normalmaps. I'm completely new to the unreal engine and not really sure how to get a good result with the normals, it looks completely different in maya. Any pointers would be welcome

    I think I'll leave most of the speculars as they are. I've done most of them with in-editor nodes to save texturespace. Since most materials are dry stone I didnt feel a really shiny spec was needed. There is some shine to the floor and metal parts though.

  • hessi
    • January 20, 2008 at 10:50 AM
    • #4

    no matter what it looks like in any other tool, we can only give feedback from what we see. i thought the same thing as aevirex: looks like 2004.

    the lighting is without any harshness. all areas are near fullbirght. making a histogram out ofthe screenshots would show that there is no really dark places that would give a good contrast.

    from brush and model work it's all really bland. its all 45 or 90 degree.a lot of edges are hard. this kind of reminds me of the quake and half life. for those games that was ok since they relied on CSG and BSP tools for the entire level. But now where your level (==the visuals) can be made 99% in a modeling app there is no excuse for such a lack of details.

  • aevirex
    • January 20, 2008 at 11:04 AM
    • #5

    Ok, to be more specific: The way I do my speculars (most of the time) is to add a grey constant to the diffuse (0.3-0.6) and link it to a power node with an exponent of about 4-12 (depending on the texture). Also, do you use skylights? Although the UE2 bug doesn't appear where static meshes are lit too much it still washes out the lighting and makes it look boring... subtle use is ok.

  • Nurb
    • January 20, 2008 at 1:29 PM
    • #6

    Ok, I have tried to make the normalmaps stand out more in general. I have also removed some unneccessary lights and a subtle fog, that may have contributed to the "fullbrightness", bringing in abit more contrast overall. The specularity has been somewhat increased on most materials though I want to avoid pushing it to levels where the material looks wet upclose. I want to keep a minimum light level on areas where the player will move though, as I want the map to be playable from a "competitive gamer" pov.

    hessi: I probably won't do anything about the hard edges on geometry for this map, as it would take too much rework. I'll improve on this point with my next map. Thanks for pointing it out though, I fully agree.

    [Blocked Image: http://www.claeng.com/__forumpublish/map06.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/map07.jpg]

  • Nexus
    • January 20, 2008 at 4:22 PM
    • #7

    kewl

  • Nurb
    • January 20, 2008 at 6:18 PM
    • #8

    Well, I made lights generally smaller and more intense, and did some stuff in post processing to get more of a "UT" feel to the lighting. I think it got better, but worried I juiced it too much...?

    I realize this thread got alot more WIP than I had intended when I posted it, but I hope that's ok.

    [Blocked Image: http://www.claeng.com/__forumpublish/map10.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/map08.jpg]

    [Blocked Image: http://www.claeng.com/__forumpublish/map09.jpg]

  • Freak
    • January 21, 2008 at 12:38 PM
    • #9

    i think that purple lightning ruins the map

  • Nurb
    • January 21, 2008 at 2:19 PM
    • #10

    I added the purple/blue to complement the orange lighting, maybe I overdid it though X(

    Anyway, it's "final" now, so I edited the first post, since it was supposed to be "final" already when I posted in the finished work gallery I left the original content of the post though so the following c&c replies are still valid.

  • Meotwister
    • January 22, 2008 at 1:31 AM
    • #11

    if it was more blue than purple.. or just blue rather than purple I'd probably dig the light.

    otherwise some top notch work goin on good job.

  • Belgarion
    • January 25, 2008 at 6:18 AM
    • #12

    reminds me a lot of the original Unreal. hotsauce.

  • Deh0lise
    • January 28, 2008 at 2:38 AM
    • #13

    I haven't tested it yet but I love that blue light, what I don't really like is the plants texture. I'll try to test it as soon as I can ^^

  • Zacker
    • January 29, 2008 at 1:49 PM
    • #14

    I think it looks pretty good! Might look a little too much like UT2k4 in some places though.

    As this is Unreal I think that both intense light and purple light is ok cool as long as it's on the level as it is here.

  • Yokai
    • February 5, 2008 at 8:37 PM
    • #15

    Even though this is in finished work section, it would be cool if you kept updating this map. Each time you update, it looks a little better.

    I have some gripes though... From the way it looks, cover seems lost and ascent from scenes and though I applaud you for acknowledging the importance of colored lighting, it seems that the colors may be a little too strong. Try lightening it a bit.

  • Nurb
    • February 6, 2008 at 12:04 AM
    • #16

    Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay.

    On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project.

    I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).

  • Yokai
    • February 6, 2008 at 2:00 AM
    • #17
    Quote from Nurb

    Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay. On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project.

    I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).

    Well if the players like it, then it must be well thought out. I mean, I know what you mean by not having too much clutter, but I think I was thinking more of a tactical mind than a DM mind. (You caught me on that)

    As for the lighting, I love the use of colored lights. I really really do. But the more white you make them the more realistic they look. But that aside, the map seems alright. I am getting my new comp set up as I speak so I can try it out after I install my UT3. =)

    As for being completely new: I really didn't expect that. Maybe you mentioned it before, but so far your stuff looks alright. As I read through your post, it seems that you don't make the mistake that many new mappers take. I think you take a step back and actually do some deep LOOKING into your map, which is a good thing to be able to do. Some people are blinded by what they think is quality and just release it, and that usually comes to bad maps. So really, nice job for your fist released map. God my first map was horrible so I won't bother to bring it up. Bon Voyage.

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