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Posted

Hello Mapcore!

This is my first map since the days of Dark Forces and Doom. I spent the last few months learning the UT3 editor and put together a simple "2 rooms joined by a corridor" level, which has slightly expanded from that concept after the initial design. This project is in the final stages of development, with mostly bug fixing and adding in details for better atmosphere remaining. I'd love to get some candid feedback from the community on this project if possible. :)

Link to download: http://www.moddb.com/members/serenius/a ... hapel-beta

Screenshots:

HC1.jpg

HC2.jpg

HC3.jpg

HC4.jpg

HC5.jpg

HC6.jpg

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Posted

My main complaint is that the place looks way too clean. Unnaturally clean and intact for this kind of building. Make certain parts look destroyed – adding couple of broken wall segments would do the trick.

Light looks kinda bland as well - Is it white color that I’m seeing? Aside from being unnatural, it is also very boring to look at. Throw in more contrast – orange ( hmm, fire ) , cyan ( lamps) or perhaps something else that doesn’t look boring.

:-D

Posted

it looks like a well built map, but this is how the lighting looks to sum it up:

15ewtoi.jpg

That's the only color I see in there is there. :( GoW syndrome.)

Needs at least a couple of more colours! ;) I would aim to a few warmer colours, like add a few torch lights to give it mood and contrast. Working in that engine / game is no excuse, I'm sure you can make it look a lot more interesting, something like this

20g0hh4.jpg

Posted

Originally I had used yellow as the primary lighting color, but everything came out looking ugly and way too brown. I changed to light blue as the primary color to liven it up a bit, but it sounds like I need to figure out some creative light sourcing to work in more secondary color.

I'll also be doing a detail pass for a more destroyed building look now that most of the other elements of the map are where I'm happy with them.

Thanks again for the feedback!

As a side note, anyone know how to make the editor viewport in Unreal 3 match the brightness of the game with default graphics settings? It's way brighter in the editor than the game itself. :XD:

Posted

Well, the idea is that ( at least in UT99 mapping) you use 2 main light colors and 1 additional. Additional is usually used to highlight something important. That's how I usually do it, at least. :P

That's the approach I was using, but I need to be more liberal with the secondary colors.

HC2.jpg

Thinking over it, I used a primary color (light blue), then 1 highlight to draw attention to the stairs and door to the second area (reddish orange from the fire), then used a second highlight to draw attention to the side corridor (yellow from the stained glass windows). Needs secondary color. Should be fun to play around with it tonight, along with seeing if I can reduce the number of lights for better shadow contrast.

Thanks again everyone.

Posted

Very cool serenius, awesome improvement on the lighting ! never forget to use complementary colors (opposing colors in the round) in every composition you do

07238f01a.jpg

Which you actually did on your screen, orange-blue, yellow-violet; but let's say it's a reminder :)

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