Nurb Posted September 12, 2008 Report Share Posted September 12, 2008 = 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 Quote Link to comment Share on other sites More sharing options...
aevirex Posted September 13, 2008 Report Share Posted September 13, 2008 Looks very nice except for screenshot #3. Perhaps put some of the mechanical stuff in there as well. Quote Link to comment Share on other sites More sharing options...
FrieChamp Posted September 13, 2008 Report Share Posted September 13, 2008 That looks mighty cool, I dig the organic style! Quote Link to comment Share on other sites More sharing options...
The Horse Strangler Posted September 13, 2008 Report Share Posted September 13, 2008 Looks pretty sweet, agree with the 3rd screen though, seems a tad empty. Quote Link to comment Share on other sites More sharing options...
Freak Posted September 13, 2008 Report Share Posted September 13, 2008 i think the 3rd screenshot looks ok exept the edge of the higher healthvial part in the back Quote Link to comment Share on other sites More sharing options...
m8nkey Posted September 14, 2008 Report Share Posted September 14, 2008 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? Quote Link to comment Share on other sites More sharing options...
Nurb Posted September 14, 2008 Author Report Share Posted September 14, 2008 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. Quote Link to comment Share on other sites More sharing options...
Buddy Posted September 14, 2008 Report Share Posted September 14, 2008 That looks very paintery! Awesome work. Quote Link to comment Share on other sites More sharing options...
Zeta Posted September 14, 2008 Report Share Posted September 14, 2008 #1, #2 and #5 look fantastic Quote Link to comment Share on other sites More sharing options...
merkaba Posted September 15, 2008 Report Share Posted September 15, 2008 Great zombie Jesus, what an excellent job. I would be proud as punch to say I made that by myself. Quote Link to comment Share on other sites More sharing options...
Sa74n Posted September 15, 2008 Report Share Posted September 15, 2008 last shot looks great Quote Link to comment Share on other sites More sharing options...
merkaba Posted September 15, 2008 Report Share Posted September 15, 2008 Excuse the technical question, but how do you make the cave model collide with the players? I was studying the mesh in the editor, and the mesh itself has no collision and I can't find any clues in the collision section of the actor's properties. Yes, I am sort of new to Unreal engine editing :] Quote Link to comment Share on other sites More sharing options...
tofu Posted September 16, 2008 Report Share Posted September 16, 2008 Excuse the technical question, but how do you make the cave model collide with the players? I was studying the mesh in the editor, and the mesh itself has no collision and I can't find any clues in the collision section of the actor's properties. Yes, I am sort of new to Unreal engine editing :] If the mesh has no collision model, it will use itself for collision - often ludicrously expensive on detailed models. You can disable/enable this collision in the properties but by default it's always on. Quote Link to comment Share on other sites More sharing options...
Nurb Posted September 16, 2008 Author Report Share Posted September 16, 2008 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. Quote Link to comment Share on other sites More sharing options...
merkaba Posted September 16, 2008 Report Share Posted September 16, 2008 Yes, I decided to have a go at some cave design last night, using Hourences method. It's all fine and dandy, but I find myself falling through the floor of my mesh. Maybe I missed something obvious, and I'll have another go tonight. Quote Link to comment Share on other sites More sharing options...
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