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[UDK] DM-Lost


cardo

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Hello all!

Here's another little UDK dm map that I've working on for the past 3 weeks or so using the October build. It's designed for between 4 - 6 players or at least will be when it actually has some weapons / items in. I've tried various lighting styles with it but am pretty close to how I want it. The name has probably been used multiple times but I'm not too fussed about that and the actual setting of the level is a tech/temple of an unknown civilization lost in time yada yada.. It's not meant to be particularly realistic historically ;) Any feedback or criticisms are welcomed as always. Cheers!

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day10-5.jpg

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":ft74nduo]I agree, nice usage of the modular pieces. But it somewhat still feels empty. Needs more high frequency detail, and more vegetation to break up the chunky look! :)

Cheers guys! Yeah HP I considered vegetating it a bit more but didn't want to make it overly green and made careful that I removed alot of the painted vertex moss from the temple pieces as colourwise they just didn't seem to gel with the overbearing rocks. At the moment the October build of UDK has removed the foliage layers afaik as I think they're working on a new terrain system or something?

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  • 2 weeks later...

Ok! I've moved the map over to the November build of UDK and have started experimenting a little. I've shifted the theme back closer to what I originally imagined and have updated it with some of the new assets they've included. Have been mainly working on giving the lighting some atmosphere but have started to add some smaller details to break up said blockiness, such as stair trims / plants / moss etc. I'll try and get some more done tomorrow and to add some steamy looking rain to justify the hazy bloom there currently is but thought the progress was worthy of some screenies for comparison if nothing else. I know the fire is somewhat bright and looks almost like magma so I'll see what I can do about it asap!

Cheers!

day11-1.jpg

day11-2.jpg

day11-3.jpg

day11-6.jpg

day11-7.jpg

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I like the new colors, more contrast fits UT as well. What still bugs me though, is the seemingly random displacement of the bushes. I guess it'd make sense to have more around the water for example. When i was working on de_ritual2 back in the days, i really wanted to built the Angkor Wat tree (link below), which wasn't really possible back then but i still think something like that could make a visually great feature and it would also provide some kind of orientation

http://ohhplanet.com/cambodia/angkor%20 ... a%2011.jpg

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I like the new colors, more contrast fits UT as well. What still bugs me though, is the seemingly random displacement of the bushes. I guess it'd make sense to have more around the water for example. When i was working on de_ritual2 back in the days, i really wanted to built the Angkor Wat tree (link below), which wasn't really possible back then but i still think something like that could make a visually great feature and it would also provide some kind of orientation

http://ohhplanet.com/cambodia/angkor%20 ... a%2011.jpg

Hey DaanO. Yeah the Angkor Wat tree is nice, but I kinda used it in my last map and am trying to differentiate it as much as possible as I'm still basically using the same UDK meshes.

jaya2.jpg

I am still very early into adding vegetation to the level though so I'll see what I can do with it, and I do agree that maybe a tree bursting through the middle of the temple or something would add something as more of a centre focal point. I think the random look of the bushes will fade as I start to add small plants and stuff with them around the temple but yeah as you mentioned, right now they look a bit lonely by themselves.

Thanks for the feedback! :)

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Loving the new lighting, great contrast!

The oranges are glowing a bit too much indeed, but it's getting there. Loving the colors and the direction you're heading. That ground fog is great!

You know what's missing? Roots sticking out of the rocks, that would look banging, like Uncharted2 temple in the beginning of the game. ( http://www.johngermann.com/gallery-dig-temple.html )

It's also missing some medium frequency shit, props like wooden barrels, or old wood structures, wood fences, etc. Something with old and worn out metal would look great for some highlights with those fires as well. Cos at the moment you only have two materials going on, stone and veg.

Here's something to help with the colors btw:

http://kuler.adobe.com/#themeID/1119323

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Ah brilliant! Cheers [HP]! Nice to know I'm heading in the right direction looking at the colour theme you posted too :) Looks like everyone wants to see big trees / roots so looks like I'm gonna have to dive into Speedtree and hand paint some big jungley trees. It'll probably add a ton to the scene too as the trees I'm using at the moment look a bit out of place slightly.

Nice idea with adding another material to the scene as I hadn't really considered barrels and stuff because it's an ancient temple theme, but I guess it could've been used as a fort for pirates or something. Only problem is that I'm only really using stock assets. Any ideas of some free props that'd fit the theme nicely?

Cheers for the feedback again!

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