SamCom Posted February 25, 2011 Report Posted February 25, 2011 There was a really excellent custom Venice map for Enemy Territory, with the mentioned bridge chokepoints and walkways, including escorting a gondola, if I'm remembering correctly. And it was awesome. I think the map had enough alternate paths to avoid any campfests. But either way, your level looks great! Good work. Quote
ElectroSheep Posted February 25, 2011 Report Posted February 25, 2011 Another tf2 map (Again ? oO ) I started for the next tf2maps contest but hard to place a tf2 map in my planning atm Quote
syver Posted February 26, 2011 Report Posted February 26, 2011 love the attention to detail. awesome! Quote
Froyok Posted February 26, 2011 Report Posted February 26, 2011 Zou, my sentry for a french contest (on mapping-area). Quote
2d-chris Posted February 27, 2011 Report Posted February 27, 2011 I'd say you could texture that on 2 x 512's ... 1k would be pushing it ;P Quote
ShadoW_ Posted March 2, 2011 Report Posted March 2, 2011 First and early shots of some Udk map . Quote
jaboo224 Posted March 3, 2011 Report Posted March 3, 2011 WOW!!!!! ok i gatta say that this is some very creative usage of the standard udk props. seriously big props, I love the setting and mood. reminds me of Dune a bit Quote
ShadoW_ Posted March 4, 2011 Report Posted March 4, 2011 Thanks jaboo224. It's just a beggining . Quote
luque Posted March 4, 2011 Report Posted March 4, 2011 What's the goal of this map? I see different architecture styles, especially the bridge pillars looking quite different from eachother. This does feel quite odd. Or is this exactly what you wanted to create? Some kind of tf2 blu / red team difference? The rocks look good, hard to see that it is only 1 mesh. Also love the last screenshot with the rounded bunker:) Quote
ShadoW_ Posted March 4, 2011 Report Posted March 4, 2011 I see different architecture styles, especially the bridge pillars looking quite different from eachother There's only one real pillar. Other one is tower coming out of the ground building - it's probably hard to notice from that angle. Whole bridge purpose is to be able to get from the building to the camping nest located on top of the pillar. I'm making sp map in udk. I'm not sure I will make it fully playable, or only a large and complex scene yet (tho there are alrady functional kismet interactive elements, like doors, lifts, breakable objects and so on). Quote
Aalexanderrr Posted March 4, 2011 Report Posted March 4, 2011 Looks good. It needs more Rock meshes, however, especially in that deep valley\hole kinda thing on your second screenshot. Make Heightmap terrain and meshes really indistinguishable so that they blend in together in a nicer way. Quote
sarge mat Posted March 5, 2011 Report Posted March 5, 2011 Started to detail this, not really added much to the background yet so you can see of the edge in a few places still. Not touched lighting much ether so still trying to nail the style. Just looking at the screens here shows their is loads and loads to do but feeling much happier with it than the last l4d map. Kind of feels a bit bland to straight to me (below), Thinking about something more organic? Quote
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