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ITT: Post maps/scenes that never saw the light of the day.


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Posted (edited)

I guess it's safe to put this here since I haven't touched it in 2 years. This is my journey of making my very first map for unreal3 engine for Red orchestra 2 which I was modding back then. This is all from my dropbox folder, too lazy to re-upload everything to a better place. Sorry in advance if the links stop working, etc.

 

It was supposed to be a Territories map in a thick forest that is only cut by a river and a road. It would only have a few buildings that would serve as main bases for the teams. It never got that far that it had those buildings in place

 

 

First started with this to get familiar with the tools.

testimappi.jpg

 

 

Hurray, it's a forest!

testimappi2.jpg

 

 

My ground material in action.

testimappi3.jpg

 

 

Here's more of the mask I made to get rid of the tiling, It's using a mask texture which looks like an army camoflage which is blended with itself at 1x scale and 10x scale. Then replaced the green with another ground texture.

testimappi4.jpg

 

 

Got my hands on some trees, they apparently needed some modifications.

testimappi5.jpg

 

 

Here's the trees fixed, they had to be completely remade and lodded to work better in the engine. I made a winter variation for them as well.

trees017.jpg

 

 

Pine trees from the modding fellows, again modified by me to work in UE3 and ground clutter made by me.

trees020.jpg

 

 

Ferns.

trees021.jpg

 

 

Some testing with all the stuff made so far.

sshot1.jpg

 

sshot2.jpg

 

I made a road.

road1.jpg

 

 

First actual screenshot of the map itself now that it has some trees and textures in place.

sshot3.jpg

 

 

Some more ground models made by the modding team, again exported and modified to fit UE3 by me.

sshot7.jpg

 

 

Then some grass and rocks. We were planning on making some smaller rocks as a foliage meshes as well. I wish I had made some better looking grass back then.

sshot9.jpg

 

 

Beauty shot.

sshot010.jpg

 

 

My take on making some better looking rocks.

tyrja8.jpg

 

 

And here's the last screenshot ever made of the map. I made the sunlight to use real world angles for a summer morning and some fog that would arise from the moisture of the forest.

sshot012.jpg

 

Bonus videos:

 

Little runaround of the map with some shitty music in the backround

 

Testing Tree destruction

Edited by WhiteDevil
  • 3 months later...
Posted (edited)

I have so much, but I have to compile a lot :)

Anyway, I found this on wayBackMachine: (click it, it's a gif)

 

post-14640-0-55349100-1418464822_thumb.g

 

It was my signature on the specialists forum. Making that door explode like that was a a lot of work for half life 1 :)

It was for a update of ts_gpc where the map would go bigger on a certain amount of players, but I never released it.

 

So happy I founded that image back :)

Edited by clankill3r
  • 3 weeks later...
Posted

I have waaaaaay too many unfinished things; though a lot of them have been lost to the void at this point

 

Here's a few WiP shots of the first UT3 map I ever made(Never released it)

Made it following some simple editor tutorials to start, just kept adding to it.

DM-firstDone1.jpg

 

DM-firstDone6.jpg

 

DM-firstDone3.jpg

 

There's a few more screenies of this and some more uncomplete stuff on my ModDB I think, if anyone cares to look, and I would post screenshots of a bunch of my CS:S maps that I made ages ago, but alas, they are lost.

 

Hopefully I'll be finishing more things soon and releasing them too.

Posted

This was a Garry's mod map I just stopped working on in favor of CS:GO maps. It was to be used for Prop Hunt, or Hide 'n Seek.

It was based off of a apartment complex I had passed by. The actual interior was inspired by images from Google.

LnL03Pu.jpg

V09S7PG.jpg

UPPcnSc.jpgkEKQz5j.jpgy6akMcI.jpgfAj10he.jpgWjLf6kC.jpgqZVn363.jpgImFjVg5.jpg

 

The first shot of the Elevator Interior reminds me of Cube 2: Sauerbraten.

  • 2 weeks later...
Posted

That was it. If I remember correctly I stripped players of weapons and they had to find shovels awkwardly placed in the grass outside the walls to kill each other with. The fort had a ladder onto the top inside it with a pistol, but it took shitloads of hits on the fort's doors to get in.

Just a stupid little deathmatch thing seeing as I could never get more substantial maps finished. Must have about 50+ maps at varying levels of completion on some hard drive somewhere. :sad: But I did get very good at optimisation and keeping dat r_speeds low, haha.

Posted (edited)

Well you know, I strive for quality, and those layouts didn't work for some reasons and I don't think it worth to continue on them, if someone want the .vmf tell me.

Edited by RaVaGe

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