Nurb
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Looks awesome, nice architecture. Those supports wouldn't be able to hold the building up though.
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Posted in the finished work forum now: viewtopic.php?f=25&t=12029
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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: 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://www.claeng.com
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viewforum.php?f=34
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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.
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Made some changes, see first post for details and screens.
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I cummed.
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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 >_<
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Grats on second place in MSU I thought this map would be first though ;_;
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Grats on the fourth place in MSU
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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.
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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.
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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.
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= 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: http://www.claeng.com Email: claes_engdal@claeng.com = 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
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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 ^^
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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!
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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.
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You decided to finish it just now?
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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.
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I'm confused.. is the geometry someone elses, all you did was apply textures? That's what I gathered from the description.
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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 ^^
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Looks really good. I like the atmosphere. Two nitpicks are that the bombed tanks look unnaturally black (the burning cars match the environment much better) and that the sandbags have a bit borked vertexlighting (the upsides of all the bags are fully lit even though they are in shade). Are the bags placed individually or is it a big chunk of bags? These are just nitpicks though, overall it looks great.
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Hey, I have a problem in source with the env_fog controller. The fog looks as intended ingame and it fades nicely between the primary and secondary fog color like it should. But at some viewangles the fog begins to flicker between the primary and secondary color. I tried to up the lerptime of the fog controller but it had no effect Anyone recognize this problem?
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Posting without pants on is not allowed ... or was it required?
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Looking good Slainchild, although I'm not a fan of generic sci-fi maps
