The plane looks awesome, but the ground texture is really lowres compared. Perhaps add rocks and larger bushes aswell. And you should really fade to some beach/rock material on the terrain by the waterline, cause grass almost never goes all the way down to the water like that, unless there's been a flood (I think you have done this in some parts, but it's very vague).
Posts by Nurb
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Lopo and Hosh are played in the clanbase ctf scene atm. Both very good maps (allthough a mate of mine hates defending on lopo, but thats just him
). The community really needed this pack because among the ctf-maps that shipped with the game there wheren't many that came up to a competitive gaming standard. I only wish there where more maps that successfully mixed competitive gaming with great visuals. As an artist I dont want to be stuck in UT99 when playing UT3 even though as a cup player I do like not getting stuck in one of the *insert ridiculous amount* of static meshes
Great mappack though 
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I added the purple/blue to complement the orange lighting, maybe I overdid it though

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. -
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.
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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.
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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.
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*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
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*/Update*
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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: