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

UT3 - DM-Cove

  • PaulH
  • February 9, 2008 at 4:19 PM
  • PaulH
    • February 13, 2008 at 12:15 AM
    • #21

    The buildings i have already dirtied up they were on my to do list...Also all the trees are bending as they are all the same mesh (!), i plan on adding variety though later on dont worry about that...the water isnt affected by lighting as much as the materials i am currently using for the fountain and see are unedited Epic ones, i've yet to look into editing them to include my own cubemaps and whatnot. All part of it being WIP As for the buildings not looking tropical, my intention was to make them look piratey, not tropical as such, which is what i've done. The lighting on them will be because i haven't put smoothing groups on some of the items, something that was just pointed out to me. Thanks for the comments Yokai.

  • PaulH
    • February 14, 2008 at 3:00 PM
    • #22

    I retextured the houses to make them look older and dirtier, added rock bases for foundation support, added rock/dirt textures to the terrain (so now whatever sand there is is sitting on top of the dirt - its not pure sand anymore). I also added smoothing groups to the meshes to fix those lighting bugs:

    [Blocked Image: http://img136.imageshack.us/img136/9235/dirtyhousefj4.jpg]

  • Meotwister
    • February 17, 2008 at 6:21 PM
    • #23

    looks much better paul

    I really like the ground variation and the houses do look better. That new wall texture has a slight look of particle board though an improvement anyway.

    me wan mo!

  • Freak
    • February 17, 2008 at 6:56 PM
    • #24

    defenitly looks better, especially the wall texture, but do something with that door, it looks like it was just of 4 wood planks, and maybe make the rooftop with holes (black parts in the texture or so, like the tileroofs from hl2) and a bit uneven to let it look older

  • PaulH
    • February 18, 2008 at 11:39 AM
    • #25

    Thanks Meo, what are particle boards though? I was thinking of modelling the doors for the houses as i agree, the textures i managed to find dont look right or stand out enough. I'll also have a look into messing up the rooftops as you suggested Freak, thanks guys.

  • -HP-
    • February 18, 2008 at 12:55 PM
    • #26

    Much better, your doing great so far! congratulation's, it's looking really good.

  • PaulH
    • February 24, 2008 at 7:23 PM
    • #27
    Quote from Thrik

    Caves!

    [Blocked Image: http://img123.imageshack.us/img123/9171/cave3wi4.jpg]

    (The dust in the picture is from an emitter and falls from the ceiling occasionally)

    Made a network of caves behind the waterfall that takes the player all around the back of the level..still WIP as always

  • Thrik
    • February 24, 2008 at 11:52 PM
    • #28

    Awesome.

  • PaulH
    • March 3, 2008 at 9:26 PM
    • #29

    Maps about 60% complete, aiming to have it ready at the end of the month (well i say aiming, i mean i have to otherwise i will fail this uni module )

    Few more shots to show how it's progressing, still lots to do and the town section still isnt in there:

    [Blocked Image: http://img167.imageshack.us/img167/3369/docksun3bc2.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/9948/ruinsearlytf5.jpg]

    [Blocked Image: http://img264.imageshack.us/img264/6044/ruinsearly4ee9.jpg]

  • -HP-
    • March 3, 2008 at 9:41 PM
    • #30

    Wow man! Just.. WOW! Amazing this is actually UE3!

  • PaulH
    • March 3, 2008 at 10:05 PM
    • #31

    Thanks! it's UED4 though It's for UT3...

  • Meotwister
    • March 4, 2008 at 3:09 AM
    • #32

    Looks fantastic! The water in that last shot looks dark? I'm not sure what you can do about that, but I guess it's not so bad.

    ... and I thought HP was right, UE3 isn't it?

  • PaulH
    • March 4, 2008 at 11:22 AM
    • #33

    Im not sure, i'm confused, I think it's referred to as UnrealED4, maybe Unreal Engine 3...UnrealED3 was used for Unreal Tournament 2004 as far as i know...as long as we all dont think this is a UT2004 map then we're ok The water is a bit dark yes, i've tried adding a slight blue tint to its emmisive property but it ends up looking less realistic. It looks fine in game though once its animated and the sun is reflecting off it.

    EDIT: It is UE3, im just confusing myself

  • Lee3dee
    • March 4, 2008 at 11:11 PM
    • #34

    map looks awesome! I do have 1 question though, how does it play? have you placed bots in the level and tested out paths. Or are you making more of a portfolio piece rather than a Deathmatch level.

  • PaulH
    • March 4, 2008 at 11:22 PM
    • #35

    Its more of a portfolio piece and a university project, so the emphasis is on how it looks rather than plays. I have however tried to work a decent enough layout into it and will optimise it to run as smoothly as possible once i add bots/weapons.

  • Minos
    • March 6, 2008 at 7:12 PM
    • #36

    Great use of the engine, congrats!

  • SnipaMasta
    • March 7, 2008 at 9:06 PM
    • #37

    Looks really awesome. Only thing I would say is that the wood beams on the buildings don't have much definition on the edges - not sure if that's intentional or not. Just looks a bit strange to me.

    For Clarification, UE1 (Unreal) is UED1, UE1.5 (Unreal Tournament) is UED2, UE2 (UT2003/4) is UED3, UE3 (UT3) is UED4.

  • PaulH
    • March 7, 2008 at 9:33 PM
    • #38

    I see what you mean yeah, i think that's because i'm standing back from the house so the whole texture streaming thing is in effect, meaning the wood looks a bit faded and washed out from that spot. Looks better up close...unless you were referring to the picture of just the house on its own, in which case i wouldn't be too sure how to define the edges more :\

  • SnipaMasta
    • March 8, 2008 at 1:10 PM
    • #39

    Is it possibly because the pieces of wood are on the same smoothing group? If they weren't I'd imagine the light would be far more defined on each side, that's what's doing it I think.

  • PaulH
    • March 8, 2008 at 1:24 PM
    • #40

    Ah you could be right, especially given my track record with smoothing groups :roll: Thanks, will fix them up

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™