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Nurb

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Everything posted by Nurb

  1. Nurb

    Banjo

    http://www.youtube.com/watch?v=esl2NNOtHQE this would be the final challenge! That would kick ass ^^ Playing it on expert is a life achievement
  2. You create a really nice mood with the architecture and lighting. The grass looks fullbright though, but I'm sure youve noticed that yourself. Also it looks like sparks come out from the grass, as something just seem to be hanging in the air
  3. Nurb

    UT3 DM-Cath

    @Yokai: I'm not sure what you mean about cover, but from my experience UT gameplay doesn't require "cover" in the same way you think of it in for example tactical shooters. In UT you want to avoid really large areas of nothing but flat surface, but otherwise you want to keep the geometry clear of obstacles and instead focus on gameplay in multiple heightlevels. The map has gotten alot of positive feedback from UT players, but the negative comments have almost all been about the pillars beeing in the way, obstructing the fast gameplay. On the lighting, I've gotten so much both negative and positive comments on it, I've figured I'm not gonna be able to make everyone happy The map has several weaknessess that I will address in my next project. I'm completely new to mapping, and so far I've been pleasantly supriced with all the consturctive critisism I've gotten, both here and in other places. Compared to when I post a painting in a forum, when making a level, everyone seems to get much more involved with the map to a much higher degree. UT players give feedback because they personally want the map to become better so they will enjoy it more when they download and play it. When making a painting there is no personal involvement from anyone else than the painter and I think this is because a painting isn't "used" in the same way a map is. Needless to say, so far leveldesign has been a very positive experience for me and it's something I intend to keep doing and improving (allthough it made my girlfriend crazy when I was making Cath, cause it took up so much of my @home time ^^).
  4. That's obviously what Ubi thought when they rigged the explosives
  5. Nurb

    Tablets?

    I recommend a widescreen tablet for a widescreen display and a 4:3 one for a 4:3 display. If there is a mismatch between screen and tablet you get different strength of movement horizontally compared to vertically. However, this is barely noticable, and I've done alot of digital painting so I should know. I have no problems with my wide tablet when I have to use it on a 4:3 screen. As for size, A6 is introductionlevel, it works, but it feels small after a while. Anything over A4 feels too big (these are my personal opinions). I use a wacom intous 3 A5 wide with my 20" wide display. To me it's the perfect size.
  6. Nurb

    Banjo

    I want you to make the game "Banjo Hero"
  7. 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).
  8. 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
  9. Nurb

    UT3 DM-Cath

    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.
  10. Nurb

    UT3 DM-Cath

    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.
  11. Nurb

    UT3 DM-Cath

    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.
  12. Nurb

    UT3 DM-Cath

    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.
  13. Nurb

    UT3 DM-Cath

    *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://www.claeng.com/leveldesign/dm-cath-final.zip */Update* ============================================================ 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://www.claeng.com 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: http://www.claeng.com/__forumpublish/dm-cath-beta1-screen01.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen02.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen03.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen04.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen05.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen06.jpg
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