PogoP Posted June 17, 2008 Report Posted June 17, 2008 That's looking really nice. However, it looks a little dark in the interior of that building. Brighten that up a bit, and also try messing with God-rays. I think they'd look awesome streaming in through the areas of glass without any moss. Quote
Loafie, Hero of Dreams Posted June 25, 2008 Report Posted June 25, 2008 god damn i need to learn ue3 Quote
Albatros Posted June 25, 2008 Report Posted June 25, 2008 Good to see the forums back online . I'm still busy on the athmosphere, but mainly working on the models + skins. I need them badly for another mod/map I work at. Oh and Phobos - sweeeeeeet. Quote
e-freak Posted June 25, 2008 Report Posted June 25, 2008 Phobos your map is nice but on another note - is it only me or does UE3 look even more like "I've seen all this before" than source does/did Quote
Phobos Posted June 26, 2008 Report Posted June 26, 2008 Thanks Yea agree with you e-freak. Especially using epic content. I may try to get it out of the ordinary with some custom content. But I'm more of the mind to get it done quickly so I can move onto another ut3 project I have in mind. Quote
Buddy Posted June 26, 2008 Report Posted June 26, 2008 Because all UT3/GOW assets look exactly the same, same colour pallet, vietnam all over again Quote
Scinbed Posted June 26, 2008 Report Posted June 26, 2008 UT3 map for the HOLP2 - http://forums.beyondunreal.com/showthread.php?t=178351 Quote
Freak Posted June 26, 2008 Report Posted June 26, 2008 yeah that looks really awesome, make it as good as your last one! Quote
dux Posted June 26, 2008 Report Posted June 26, 2008 I thought that was a Q4DM map at first glance. Quote
Squad Posted June 27, 2008 Report Posted June 27, 2008 Looks nice, Slainchild. Doesn't look like a typical UT3 map, which is in this case a good thing One suggestions though: try to define the walkpaths a bit more, cause right now it's all just a bit of a white/black 'clutter' (due to lack of a better word) and it would seem hard as a player to 'get' the whole situation ("what are the possible entries/exits? where can I go to?") when you enter another room. By simply using another texture (maybe something subtle gray-ish?) for the walkpaths you could resolve this (of course, there are other ways too). It would also just add a tad more variety to the level Quote
Nurb Posted June 28, 2008 Report Posted June 28, 2008 Looks nice slainchild. Maybe mix up the color a bit though. As a competitive UT player (though now retired) I loved the previous pack. Keep it up ---- Aside from making an endless amount of orangemaps for Decadence I'm working on this UT3 DM level All static meshes and textures are custom and no visible brushes are used. Atm all textures are wip and most static mesh textures are just a base color so far. There will be a couple more illuminating elements in the map later on, so some of those very dark areas will not be quite as dark in the final level Quote
Jenn0_Bing Posted June 29, 2008 Report Posted June 29, 2008 I swear i posted a comment on your map before Nurb . Oh well, as (i thought) i said before, i really like the look you have with the colours especially the strong oranges around the lights/junk. Here's some shots of my TF2 map i have been working on for jsut over a week (only started properly mapping yesterday, before that i was making textures and finalizing on an theme.) It's still very early work, im going to model some ivy to hang off the stonework, as well as some other props to fill in empty spaces. This is the first map ive worked on in about a year, been re-familiarizing myself with hammer as i go. Next step is to draw out a layout now im happy with the way the theme is going. It's going to be a CP map, similar to Granary but with more alternate routes. Not terribly happy with the interior, ideas for that would be most appreciated. Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.