Awesome pics sock!
Can't even quite get my head around what's happening on that ceiling piece that looks like it's coming right out of the picture?! Kinda inspired me to take a trip there myself now.
Posts by cardo
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Ahh I love the tree stumps! Looks like you've put a lot of effort into what could've been a far simpler model. Like how the bark sticks up past the stump. Really wanna see the scene expanded even further now!
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Looks cute! I don't like the way the sides of the wall hang over the base area at the moment, so maybe make it a little wider so it doesn't float off? Really like the cartoony texture style though. The area behind the fence is a bit lifeless and could use something. Maybe a skeleton propped against it or some ivy growing up from behind. Would also be nice if the fence had a big cemetery gate in the middle of it that was open, bridging the front and back areas more. Some mushrooms or foliage would also help spice it up I reckon. Great work so far!
Oh, ignore the ivy idea.. seems it was there all along
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Shad, the map looks immense! Loving the solid weighty feeling of the architecture and the slight variances in stone colour which keep it almost greyscale but interesting. The ivy adds a bit of life to the palette too. Will this one end up in QL too?

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AtsEst, love the simplistic look of the CE3 map! Got a thing for basic forms that leave something to the imagination, tarted up in new engines

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In your 2D art folio your Fallout guy is sticking up the wrong finger!

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Quote from WesleyTack
Wanted to ask something since a lot of UDK people are here as well. I'll just post the link to the support UDK thread I created:http://forums.epicgames.com/showthread.php?t=805577
Does anyone know what is causing this?

This is in the July UDK beta.
Yeah Wesley, I get this too for some reason.. Only really noticed it after you mentioned it here and only with the July UDK. I assumed it was more to do with input lag / cpu catching up with moving objects as I'm sure it's more noticeable the more you have selected.
Let me know if you find any other solution though!
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This looks like a very fun little challenge. I absolutely suck at speedmapping challenges but I'm sure this'll be good practice. I'll defo give this a shot if I've got time this weekend as I've always loved the look of nightwatch.

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Yeah! What Shad said. Always nice to see fresh new q2 stuff even after all these years. Lighting looks especially nice with the soft warm glow from the flowing lava against metal walls. Are the shots taken in vanilla q2? They look especially sharp.
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Yeah I always found the same with the re-texture packs. I think the low res of the originals always helped things blend easier.. the higher res they are the more noticeable these things become. I'd be interested in seeing some shots with the original textures if you've got them?
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Haha that had a very Romeo&Juliet / Return of the Jedi vibe to it. Very weird but strangely engrossing.
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Hey Shad. Love the architecture styles you've got going on in the map, and the use of the hi-res texture remakes make it look as modern as anything but I'm not really a fan of the texture choices? Maybe it's just a personal thing having played around with original quake for years but there's something from all the different episodes/styles thrown into this. Tech trims with castle bricks and metal trims? Seems like a bit of a mish-mash, but again.. maybe just because I can picture what they're normally used with in the game? Anyways, great to see someone keeping q1dm alive still and I'm a big fan of your Q2W and QL stuff. Keep it up!

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Ahh it's a shame you guys aren't gonna finish the whole thing up but very glad you decided to release what's been done so far. Can't wait to have a play with the maritime stuff! Great work

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Ah brilliant! Cheers [HP]! Nice to know I'm heading in the right direction looking at the colour theme you posted too
Looks like everyone wants to see big trees / roots so looks like I'm gonna have to dive into Speedtree and hand paint some big jungley trees. It'll probably add a ton to the scene too as the trees I'm using at the moment look a bit out of place slightly.Nice idea with adding another material to the scene as I hadn't really considered barrels and stuff because it's an ancient temple theme, but I guess it could've been used as a fort for pirates or something. Only problem is that I'm only really using stock assets. Any ideas of some free props that'd fit the theme nicely?
Cheers for the feedback again!
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Quote from DaanO
I like the new colors, more contrast fits UT as well. What still bugs me though, is the seemingly random displacement of the bushes. I guess it'd make sense to have more around the water for example. When i was working on de_ritual2 back in the days, i really wanted to built the Angkor Wat tree (link below), which wasn't really possible back then but i still think something like that could make a visually great feature and it would also provide some kind of orientationhttp://ohhplanet.com/cambodia/angkor%20 ... a%2011.jpg
Hey DaanO. Yeah the Angkor Wat tree is nice, but I kinda used it in my last map and am trying to differentiate it as much as possible as I'm still basically using the same UDK meshes.
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I am still very early into adding vegetation to the level though so I'll see what I can do with it, and I do agree that maybe a tree bursting through the middle of the temple or something would add something as more of a centre focal point. I think the random look of the bushes will fade as I start to add small plants and stuff with them around the temple but yeah as you mentioned, right now they look a bit lonely by themselves.
Thanks for the feedback!

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Ok! I've moved the map over to the November build of UDK and have started experimenting a little. I've shifted the theme back closer to what I originally imagined and have updated it with some of the new assets they've included. Have been mainly working on giving the lighting some atmosphere but have started to add some smaller details to break up said blockiness, such as stair trims / plants / moss etc. I'll try and get some more done tomorrow and to add some steamy looking rain to justify the hazy bloom there currently is but thought the progress was worthy of some screenies for comparison if nothing else. I know the fire is somewhat bright and looks almost like magma so I'll see what I can do about it asap!
Cheers!
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Looking good gb!

Nice to see those remake textures looking a bit more faithful to their original counterparts as alot of the redone textures looked too clean and 'perfect' before. Are the chains hanging down all brushwork? They look pretty intricate. Also, the large outside area you're working on is already reminding me of Kinn's Marcher Fortress.. in a good way of course!
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Really like the look of the game for sure. One thing that's really out of place looking imo is the perspective in the fourth pic down. The tower in the background is like you're looking up at it, but in the foreground you're looking down on a platform that is higher than it, as well as the far background houses. I'm sure it's probably not something you'll change at this stage anyway

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":ft74nduo]I agree, nice usage of the modular pieces. But it somewhat still feels empty. Needs more high frequency detail, and more vegetation to break up the chunky look!

Cheers guys! Yeah HP I considered vegetating it a bit more but didn't want to make it overly green and made careful that I removed alot of the painted vertex moss from the temple pieces as colourwise they just didn't seem to gel with the overbearing rocks. At the moment the October build of UDK has removed the foliage layers afaik as I think they're working on a new terrain system or something?
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Hello all!
Here's another little UDK dm map that I've working on for the past 3 weeks or so using the October build. It's designed for between 4 - 6 players or at least will be when it actually has some weapons / items in. I've tried various lighting styles with it but am pretty close to how I want it. The name has probably been used multiple times but I'm not too fussed about that and the actual setting of the level is a tech/temple of an unknown civilization lost in time yada yada.. It's not meant to be particularly realistic historically
Any feedback or criticisms are welcomed as always. Cheers![Blocked Image: http://cardo.quaddicted.com/pics/day10-1.jpg]
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