1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Nurb

Posts by Nurb

  • DM-Worm (UT3) (updated beta 2)

    • Nurb
    • September 26, 2008 at 7:34 AM

    Posted in the finished work forum now:

    viewtopic.php?f=25&t=12029

  • DM-Worm [Final]

    • Nurb
    • September 26, 2008 at 7:31 AM

    Name: DM-Worm

    Version: Final


    Compatibility: UT3 1.3


    Description: A deathmatch level set in the lair of a giant worm-monster-thing.

    Comments: Almost all textures and static meshes are custom made by me. Almost all of the visible geometry is static mesh based.

    Few brushes where hurt during the making of this map.

    Please mail me if you have any bugreports or suggestions.

    Download:

    DOWNLOAD

    Screenshots:

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm1.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm2.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm3.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm4.jpg]

    [Blocked Image: http://www.claeng.com/portfolio/level_dmworm5.jpg]

    Thanks to:

    Stevelois and other testers on the Epic Games forums, people at mapcore.net and the #unrealed channel on quakenet. Without your feedback the map wouldn't be half as good.

    My friends in the Decadence Mod team for boosting my morale when I've needed it.

    Hourences for writing an awesome book on level design and for having great UEd tuts on his website.

    Change log:

    Final:


    • [*:1etofana]Pushed the red light towards more yellow to create better balance between the teams in TDM.
      [*:1etofana]Tried to fix a weirdly stretched UV, but failed, so I covered it with grass instead
      [*:1etofana]Tweaked the botpaths a tiny bit more.
      [*:1etofana]Made a custom music arrangement with a mix of tracks and stingers that I think suits the environment better.

    Beta 3:


    • [*:1etofana]Removed 2 vials in the 50-a room
      [*:1etofana]Added 8 vials spread out over 2 places in the map, making small amounts of health available from more locations.
      [*:1etofana]Covered some bad looking UV seams with stuff.
      [*:1etofana]Worked on botpathing, making them use smarter paths and generally use the map better.

    Beta 2:


    • [*:1etofana]Added ambient sounds
      [*:1etofana]Added music
      [*:1etofana]Added pollen/dustmote particles
      [*:1etofana]Increased atmosphere with both higher heightfog density and a fog particle system
      [*:1etofana]Removed helmet
      [*:1etofana]Added 50-armor where the shock rifle was
      [*:1etofana]Moved shock rifle to a different place in the same room
      [*:1etofana]Removed a root in the shield-room that obstructed gameplay
      [*:1etofana]Added some new detail to the shock rifle room
      [*:1etofana]Somewhat altered post processing for increased contrast in order to compensate for the "washed-outness" caused by the new fog
      [*:1etofana]Made hanging goo somewhat green-ish instead of somewhat red-ish to better fit the color-scheme of the room it was used in
      [*:1etofana]Slightly altered the grass-material, giving it a bit more contrast

    My website: http://%7boption%7d

  • VTF and light bounce

    • Nurb
    • September 21, 2008 at 1:53 PM

    viewforum.php?f=34

  • [UT3 Scene] BioCulture - WIP thread

    • Nurb
    • September 21, 2008 at 1:26 PM

    I like the simplicity in your scenes. It feels retro but with good use of static meshes. A common problem with the stock UT3 maps is that there is so much detail everywhere and everything competes for attention so it ends up with nothing grabbing focus. Your scenes could use some attention-grabbing elements though since all your assets are very skillfully made but also quite "shy". Dont make it over the top like in the stock maps, but add something to every scene that pulls more focus than the rest. That's my suggestion anyway.

  • DM-Worm (UT3) (updated beta 2)

    • Nurb
    • September 21, 2008 at 12:38 PM

    Made some changes, see first post for details and screens.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • September 19, 2008 at 6:21 AM

    I cummed.

  • [UT3] DM-Calibrah

    • Nurb
    • September 17, 2008 at 8:56 PM
    Quote from Freak

    congratz mr. nurb!

    Ehr, not my map dude My map was in the final, but I was pretty confident I wouldn't win. Would be a bit undeserved seeing as it was my first finished map X(

  • [UT3] DM-Calibrah

    • Nurb
    • September 17, 2008 at 6:27 AM

    Grats on second place in MSU I thought this map would be first though ;(

  • [UT3] DM-Acquisition

    • Nurb
    • September 17, 2008 at 6:26 AM

    Grats on the fourth place in MSU

  • DM-Worm (UT3) (updated beta 2)

    • Nurb
    • September 16, 2008 at 6:17 AM

    Yes, what tofu said. Hourences has a good guide on how to make cave meshes on his site. And yes, it gets quite expensive so don't use more polys than you have to.

    Thanks all, I'll post a second version soon.

  • WIP in WIP, post your level screenshots!

    • Nurb
    • September 15, 2008 at 6:43 AM

    Warby: Nice work. As a diablo-fan I really like that environment But comparing it with the concept I think you have missed out on the green-yellowish light present in the painting. Adding some color variation while still keeping the red-orange dominant would really lift the environment.

  • DM-Worm (UT3) (updated beta 2)

    • Nurb
    • September 14, 2008 at 9:22 AM
    Quote from m8nkey

    Looks promising. I tried to check it out today but after installing it to the CustomMaps directory it doesn't appear in my maps list ingame?I haven't had problems with any other custom UT3 maps. Also, the other custom maps I've downloaded used /Maps instead of /CustomMaps as suggested in your readme.txt. Does it matter?

    Sounds strange. I've never heard of anything but "custommaps", but try to put it in the directory where you have installed your other maps. Also notice you have to put it in your "c:/documents and settings/*user*/my documents/my games" UT3 folder and not your game install folder. Also make sure you didn't put it in the "unpublished" folder instead of the "published" one.

    Thanks for the input all, I'll see about doing some visual changes to the room in screenshot 3.

    For those who test the map, I'm thinking putting the helmet in the shockrifle room to give more incentive to use the lower areas, maybe even make it a 50-armor.

  • DM-Worm (UT3) (updated beta 2)

    • Nurb
    • September 13, 2008 at 12:31 AM

    = General info ================================================================

    Level: DM-Worm

    Version: Beta 1

    Description: A deathmatch level set in the lair of a giant worm-monster-thing.

    Playercount: 2 to 8 players

    Author: Claes "Nurb" Engdal

    Website: [email protected]

    = Changelog ===================================================================

    Beta 2:

    * Added ambient sounds

    * Added music

    * Added pollen/dustmote particles

    * Increased atmosphere with both higher heightfog density and a fog particle system

    * Removed helmet

    * Added 50-armor where the shock rifle was

    * Moved shock rifle to a different place in the same room

    * Removed a root in the shield-room that obstructed gameplay

    * Added some new detail to the shock rifle room

    * Somewhat altered post processing for increased contrast in order to compensate for the "washed-outness" caused by the new fog

    * Made hanging goo somewhat green-ish instead of somewhat red-ish to better fit the color-scheme of the room it was used in

    * Slightly altered the grass-material, giving it a bit more contrast

    = Known bugs (Fixed before final) =============================================

    * Weird UV stretching on some faces of the cave mesh.

    = Install =====================================================================

    - Unzip content into %my documents%\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps

    - Create the path if it doesn't exist

    = Notes =======================================================================

    Almost all textures and static meshes are custom made by me. Almost all of the visible geometry is static mesh based.

    Few brushes where hurt during the making of this map.

    Please mail me if you have any bugreports or suggestions.

    DOWNLOAD

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm1.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm2.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm3.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm4.jpg]

    [Blocked Image: http://www.claeng.com/__superhemlig/portfolio/level_dmworm5.jpg]

  • Spore. Buy. Now

    • Nurb
    • September 12, 2008 at 6:30 AM

    My opinion on Spore is that it is just a terribly designed series of vaguely connected minigames, the first two ones beeing somewhat fun (allthough not strong enough to make the game worth the money in itself). The 3:rd and 4:th minigame are just ridiculously un-complex and generally too easy. The last minigame (space age) has such obviously glaring design flaws when it comes to difficulty scaling that I seriously question Will Wrights competence as a game designer.

    What's interesting is that since every minigame (stage) gets worst than the previous one, I started out really enjoying the game, but then it gradually went down hill until it hit rock bottom ^^

  • WIP in WIP, post your level screenshots!

    • Nurb
    • August 15, 2008 at 7:17 AM

    I like the "glow in the dark" lime green trim. It gives a memorable element to the map. Is it really illuminating or am I just fooled by the strong saturation? If it is illuminating, isn't there a node in the UE3 material editor which allows you to change an attribute debending on how much light hits it? Then you could make it matte-yellow in the sun and glow in the dark in... the dark! o_O That would be awesome! Not sure there is such a node though, but there is one for everything else, so why not!

  • [UT3 Scene] BioCulture - WIP thread

    • Nurb
    • August 13, 2008 at 4:47 PM

    Looks awesome. Really top-notch artwork. If I'm gonna complain about anything it would be that some texturedetails are used in multiple places in the same texture.

  • What're the worst models you have ever made?

    • Nurb
    • August 12, 2008 at 6:50 AM

    You decided to finish it just now?

  • The 'Core Sketch Thread!?

    • Nurb
    • August 12, 2008 at 6:21 AM

    There are great advantages to initially working in grayscale. What it does is give you great control over lightcomposition and atmosphere early on. Basically, if a composition works in grayscale it will work in color. If you use colors at the start these things tend to become confucing since it's difficult to be sure if it's the colors or the shades that are behind ruining the overall picture. My advice is to atleast desaturate the entire painting from time to time to make sure the light composition works. If you do begin in grayscale, don't wait too long before you introduce the fundamental colors. You really don't want to wait to the very end or the shades and colors won't communicate. Just make the initial sketchy composition with light and atmosphere in grayscale and start introducing colors from there.

  • Q3A : Mystic Gemini

    • Nurb
    • August 11, 2008 at 7:11 AM

    I'm confused.. is the geometry someone elses, all you did was apply textures? That's what I gathered from the description.

  • Tips on designing open environments? (source)

    • Nurb
    • August 4, 2008 at 7:12 AM

    Make some billboard:ish trees and such to break up the horizon abit (but make sure you can't walk over there for close inspection). I haven't made any completely open landscapes in source, but if I did, that's what I'd do ^^

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