new pak now available here Also updated first post.
Posts by rockdude86
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Apart from a few last kinks yeah this is done (for now ;))
apparently people are having server timeouts due to long loading times (bug caused by re-packing the map for compression).
Since releasing an 800mb pak file is a bit too much the map is quite crippled until epic fixes the cooking process.
So no online games yet and sucky bots offline (damn you murphy!)
Anyway what's another couple of weeks on a decade... -
updated version can now be found here
update notes:- map should no longer time out.- changed bloom intensity in caves- toned down orange lighting cast from lava- added detail textures to brickwork- lots of small mesh fixes, texture seams, tiny holes etc... more fixes to come.left to do:- fix the pathfinding for the bots
Finally released

stil have some problems with bots killing themselves on the lava (navmesh horror)
have another topic about the map on the ut forum, hope I can get this up on some servers and have some fun
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Some more shots!
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hehe you guys make me smile everytime I post something here
So yeah it is kind of emberassing how long it has been since I started this.Way back the source engine could not handle all the brushwork and i did not know anything about modeling yet so I shelved it.
picked it back up a couple of times throughout the years, eventually converted all of the bsp brushwork to models and put it in unity, which was cool but no fun without a game around it.
Now I'm finally finishing this for ut4, still fixing up some bugs that crept in over the years but it will be ready for testing soon
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Got accepted for my internship! starting the second of februari
also getting back together with my former band after our drummer traveled the world for a year or so. very siked! exiting times ahead 
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I'm Jarno, we probably only met once or twice so yeah you probably don't remember me

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awesome thread! seeing the stuff that inspired me most is already here i have nothing to add really. especially 3dmikes bikini map got me into level design (along many quake and ut maps)
funniest thing that happend to me last year: during an assessment for my game design study I found out the Mike that was the external consultant on our assessments was actually 3dMike!
holy shit i almost crapped my pants right there
(edit) nice to see some old familiars here as well, ClanKiller! you are Doeke right? I used to study ict in hoogeveen along with some of your friends (Marco and Stefan)
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Don't post that often but hey what the heck, I have a meeting for a possible internship tommorow!
very siked! and a little anxious 
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having a blast creating these tunnels
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Time for another blast from the past
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Quote from Seldoon182
Long time since i posted something here but thought i'd share this one

environment i'm working on for a game that is somewhat a mix of smash brothers and megaman (with a bit of portal sauce)
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more spam!
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it already has a grass texture underneath, though at the edges i try to use some more soil because it looks kinda weird to have not much grass sprites on a grass texture (if that makes any sense)
some glowy stuff would be really cool indeed been thinking about adding fireflies or something similar around the lanterns but have not had the time to look into that yet.
we are using unity pro with the standard terrain shaders atm so i can not add spec or bump maps to them. anyway thanks for the feedback:)
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Quote from Minos
tnx for the feedback
reworked the lighting somewhat made it a lot brighter (maybe too bright?) but i think it reads a lot better now[Blocked Image: http://i.imgur.com/qMpQY.jpg]
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been some time since i posted here, anyway here are some screens of a level i am working on for a school project.
c&c very much welcome
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Quote from Chimeray
Exactly... This is not the time to be making another DOTA spin-off, or worse... just the same game (if they really are just gonna copy the original!!).
I don't understand why they're going through with it, it's like saying... Guys, I know there's HoN and LoL out there, but we're gonna do it better, cos we're Valve...
The concept art looks pretty sweet though!
And now we're talking:
Do not watch, I warned you!External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.that's probably the main point of them, i know a lot and i mean A LOT of people who are disapointed in lol or HoN for that matter, it was supposed to be a better version of dota while it just is a different version.. maybe dota has a lot of characters but it just has a few maps (for example) if valve releases this game with a decent amount of maps and a variety of characters i recon this whil be a huge hit just because people look for more content, not the next best thing in this sub-genre just more of the same and they WILL be satifsfied with it.
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ofcourse not (long time since i posted something and yes i'm stil working on grale, i've actually begun with a communication and media design education degree this year, just finished my first semester and time will show how it wend, my assesment that'l give me my ec's is 2 weeks away and yes i'm stil (again) working on grale i'm working on models right now and its going pretty wel) dota was one of the first game mods that got me interested in rpg/rts games,,, i've already gathered a team around me thats interested in my concept and expect a dota/unreal tournament kinda game in the next few years... but that aside.. dota is awesome! dota2 wil be awesome end of rant!!!!!!!!!!!!!!
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tnx:) i always didnt want to change to daytime because i was afraid it would ruin the torches but i geuss they came out pretty good also the lower parts of the map are affected just slightly by the sky lighting so down below it's stil pretty dark and moody.
However i'm still stuck with the old blue sky

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as i's pretty obvious this does NOT fit anymore ghehe.
i'm trying to do most of the texture work that was/is left myself *the rocks, wood and probably some model stuff that im thinking about*
since lately i've gotten way better at it
having a wacom now im gonna try to create a nice daytime sky but if anyone has a nice one around that you think fits the theme then dont even hesitate to mail/pm me
also as i said in the previous post i'm looking for a program to convert hemispherical skies to a cubemap format *i know they've got them on cgtextures but im not a member and can only download the lower res ones.i've been learning quite a lot (photoshop, zbrush and some unrealed) and am currently learning maya through a lot of video tutorials *tried max before and can get around in it but i think im gonna like maya more*
made me think about the fact i dont even come close to the stuff phillip did for me and i didnt even ask for it he offered it so i geuss i can say he really is a damn good guy and can only hope to come close to the stuff he did.
this map wouldnt even exist if it wasnt for him, when i first found his old texture set (dont even remember where) without knowing he made them i just had the name blaz and later finding out here on mapcore that phillip was the one *was pretty funny actually* i found them really appealing seeing they were kinda squar lego like, a tad cartoony even. it inspired me to do this map that was a bit quake like but also had a lot of unreal like elements. the textures alowed me to kind of push beyond normal bsp usage (even now i''ve gone way above what you'd normally would like to do) i find myself still stuck not even able to compile the complete map beause to many tex info's *wich really cant be reduced by any other means then using less bsp geometry.
i've been going on with this thing for years now leaving it as is a couple of times before picking it up again, looking up against the fact that i had to remake a lot of bsp stuff into models.
right now the only models in there are the torches wich is a really simple model that i even exported as .obj to max and havent even got the normals for it to work haha
but my point is when phillip aproached me to make these new textures for me i got totally into it again and it made me exited once more to add on to this seemingly endless map so you could say he got me learning again placing me in the present almost able to finish the map myself, it will probably stil take me a lot of time, though i hope to finnish it this year.
maybe it's a bit much to say, could have said thanks phil realy apreciate it. but i dont think that would've given him enough credit so that's the reason for this big rant haha