AlexG Posted January 17, 2009 Report Posted January 17, 2009 Hello everyone, Small deathmatch map with 2-5 players. This is my second Unreal 3 map. I completed this over winter break in 11 days. I wanted to take advantage of my time off from school and learn as much as I could with Unreal. I kept up the process here, http://www.alexgaluzin.com/categories/level_design/intro_unreal3_11_day_mapping_challenge.php in hopes to inspire others and to show my workflow for others to learn. It was a great experience and I can't wait to do it again. Just a bit longer time limitation. I am humbled to release this here along side so many great maps. It's also the perfect place. Please crit the shit out of it, help me get awesome. Fixed: - Added rocks for more cover, added few more trees - Added more dirt around the lighthouse - Aligned textures - Added blocking volumes - Replaced water shader to eliminate visual glitches - Improved Lighting - PS3 version Download: PC zip Version http://files.filefront.com/DM+LightHouse+final+PCzip/;12976874;/fileinfo.html PS3 zip Version http://files.filefront.com/DM+LightHouse+final+PS3zip/;12976997;/fileinfo.html Screenshot: Final Version Screenshot images below are from beta version Thanks. Quote
Freak Posted January 17, 2009 Report Posted January 17, 2009 seems to be a good map but it is way to empty.... Quote
dux Posted January 17, 2009 Report Posted January 17, 2009 Indeed I was about to comment on the emptiness as well. There is just nothing there what so ever in terms of life and it distracts from anything else. Quote
-HP- Posted January 17, 2009 Report Posted January 17, 2009 Yeah, looks empty, but I dunno maybe the emptyness its part of the game play. take CTF map Face, for example. Can't get any more empty, and It's hell lot of fun! Quote
-HP- Posted January 17, 2009 Report Posted January 17, 2009 Yeah, you risk making your screenshots, miniatures! Quote
AlexG Posted January 17, 2009 Author Report Posted January 17, 2009 Thanks guys. The emptyness of the map is something I don't like either about the map. About DOF,I don't think it applies here, I used it very sparingly and to add atmospheric effect. Although I do agree that too much makes everything look small. Its a balancing act. thanks again, points taken. Quote
2d-chris Posted January 19, 2009 Report Posted January 19, 2009 This screenshot is really cool - if you can get a little more detail and composition at most locations you've done a sweet job. Quote
JeanPaul Posted January 20, 2009 Report Posted January 20, 2009 The emptyness of the map is something I don't like either about the map. Then, like, put shit in it Quote
AlexG Posted January 20, 2009 Author Report Posted January 20, 2009 This screenshot is really cool - if you can get a little more detail and composition at most locations you've done a sweet job. Thanks Chris. Quote
KungFuSquirrel Posted January 20, 2009 Report Posted January 20, 2009 The resources are there within UT3 for you to do a lot more, I think with a little time and effort you could really improve on what you have here. It's not bad, but it doesn't stand out as much different than what you could have done with some higher-res textures and models in HL1. There's a ton of great tree meshes, some clusters of those will help fill the space. A slightly brighter directional light might help get some light and dark contrast. You may have done this already, but experiment with multiple dim directional lights to mimic the skybox color and add some extra tone (UT3 does this in many levels). Try re-working your light fixtures by lowering the radius (and maybe increasing the brightness), and maybe combining them with some spotlights for brighter accents and/or some dim fill lights - without radiosity, you're on your own to get that soft look. Try shrinking some of the textures on the house for a little more detail, maybe even create a duplicate set of terrain layers saved within your map package to get a bit of a higher-resolution terrain texture. Focus on painting more clear walking paths, maybe even using some meshes to line them. Getting some deco layers on the terrain will make a huge difference in adding more life to the area and also breaking up some of the harsh edges of the terrain itself. Instead of relying solely on rock painted into the terrain mesh, find some matching rocks and add some 3d definition - they've got some really flexible stuff, some maps they use a single rock mesh at different rotations and scales throughout the whole level and you can't even tell. Single-placed shrubs and bushes on top of a deco layer and clusters of trees like I mentioned before will also help. You're on the right track and definitely know the tech... it looks pretty good, I think the challenge for you now is just taking it a step further. Quote
AlexG Posted January 21, 2009 Author Report Posted January 21, 2009 thank you for the great feedback kungfu. I really appreciate it. Extremely helpful. Quote
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