UPDATE
check first thread
UPDATE
check first thread
Cheers =)
You're the second one to mention D2 Act 3, though personally it never came to my mind when making it. I'll be moving further away from fantasy with the rest of the scene tho, making it a bit more technological. youll see ![]()
So this is the near final version of the scene. There are a few loose odds and ends but the next update will be posted in the "finished level" section.
Feedback is more welcome than ever so be picky as you enjoy the next 12 shots
A note: Decided to skip the water as both version of watermaterials I've experimented with have been a tad too expensive for the scene.
Latest images:
September 5
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(Update September 3)
Sorry for the lack of updates, real life catching up with me. ![]()
Heres a few pictures.
First pictures posted:
Update August 4:
Spent some more time working on the scene. Made a bunch of props and made some terrain. Also took care of some stuff that was mentioned in this thread.
The mountain in the pictures is my first model I've made using Mudbox. In the next update I'm hoping it will be 100% compleate with effects, some more props and a tree or two.
Feedback is, as always, welcome. (Also, i cant get images to show up in this thread, anyone know whats up with that?)
Here are the pics
Update: Augst 7
Mostly spent the last few days tweaking, making sure no gemetry intersects eachother (even tho i'm not compleatly done with that yet), tweaking lighting, making a few more props and what not.
Next up I'm gonna make a few more props (fishing equipment and possibly a raincoat hanging of the wall, some fishing nets spread about) an old wodden boat, water (even tho i have no idea hwo to make water in UE3) and finally try to do some vegetation.
Meanwhile, enjoy these new pics. I included a shot of the entire area with materials turned off so you just see the geometry and lighting.
After the initial "nice lighting, im impressed"-stage I too noticed the lack of details in alot of places.
Been skimming trough the thread and you say its WIP so the feedback im handing you is: Add more detail =)
Yea, there are a few tweaks and redesigns i would like to do and im considering releasing a V1.1 after the contest winners have been announced ![]()
Dont think i've mentioned this before but the map was made in 2 weeks time so quite a few things was stressed together and i wanna revisit it and correct a few things. ![]()
everything in the sshots appeals to me! Great work!
MrBaracuda, depends on what team youre playing but im assuming you're talking from Axis Point of view. There are a total of 3 paths into the last objective: Two on the right flank thats a bit longer and one to the left that leads you across the scrap-bridge and directly into the last objective.
I'll wait to respond on your "Gameplay isnt that great" comment seeing as it seems you've hardly played it, or atleast not more than once ![]()
Minotauro, I've been around the mapping scene for a long time but im rebuilding my portfolio from skratch atm. The temporary portfolio resides at http://www.lidstrom.nu/tomas/ but there isnt all that much there left ![]()
Thanks for the comments!
Well, if you just wanna run around you might aswell choose "practice" - the map has full botsupport so you might wanna toss in some of them in there ![]()
The map outta show up at the very bottom of the list. It does require the full game and not the mod-version
You should have no problem choosing "host game" and selecting the map ![]()
Also, thanks for the spotlight info. Just thought i'd check if something was up to me but seeing as it isnt, i'll just put it off for now ![]()
Dradz, thats the theme i was going for
Might've overdone it, i dont know. Its hard to tell from just pictures so i just concentrated on what looked good rather than what looked realistic.
Also, should i be talking to someone about this whole spotlight thing? or does it come automaticly?
Plz inform the mapcorenoob how things work, thanks ![]()
Only half-went for a WW2-ish feel. The setting i went for was a worn down industrial area and I looked at alot of inspirational photos but the ones that really stuck with me were the holes in the walls and i figured "Hey.... If i was fighting there or was prepping to fight over there I'd refit the shit out of the place with whatever i could find!" - and thats where the whole metalscrap/woodenplanks all over the place came from ![]()
I didn't set out to not-create a ww2 theme and most, if not all, artassets are based from photos from ww2 (except the chimneys in the background) but i guess its the general composition that does it. ![]()
Oh well, Glad you guys like it anyhu
Oh and hey Skjalg, you like this one better than the one in the UE3 machinima, eh? ![]()
Oh, now I'm even more intruiged!
Hope i get it ![]()
Thanks for all the comments! =D
I know it looks a tad "unrealistic" for a RO map but on the other hand, does red orchestra really need another compleatly ambient-lit custom map with plain BSP walls? Might've taken it over the top in my quest for atmosphere but Hey, it works well i think ![]()
I added another 3 shots, per request, to the first thread. Hope you enjoy em ![]()
Also, whats this "spotlight?" ![]()
it sounds intruiging.
Heya, new to these hoods.
Heres a map I've made for the RO-mapping contest that ends in a few hours.
Almost 100% custom content, just using a few props and trees that came with the game - no point in reinventing the wheel, right? ![]()
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Link to release thread on the official forum: