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Posted

That third screenshot is a real beauty! Map is looking great, its impressive how quickly you've nailed the tech and got upto such a high standard. I echo all the suggestions others have made, but it really is a nice piece of work already. I'm always impressed by the way Unreal has water flowing into waterfalls so seamlessly :)

Posted

There will be 2 levels of terrain and a 3d skybox for depth. But i have gamplay priorities to settle before I can work on those touches. I only have the 1st level of terrain that defines the game zone. There will be a lot less stone. I just have the base stone texture for testing of the static meshes. Most of the stuff will look like carved wood. The walls just have a brick texture to define them as walls. They'll again get custom. Everything will be 100% custom except maybe the terrain because I dont know if I'll have time to make a bunch of terrain textures ontop of all the meshes I'm responsible for finishing. There is one more area in the level but I'm nearly as done with it yet to show you.

All of the water is one giant mesh. I UVW"d it with a texture panner to get it to flow properly. I didn't use any fluid surfaces or anything for it.

Trees are just a trunk with a _lot_ of planes. For the tree ridge that I showed in the updated last shot I just rendered out a bunch of my trees and took the alpha channel and made a texture out of it. Than made a plane, applied the texture and made perpindicular trees to give it a little depth. Not hard and its noticable if you get too lcose, but for the average gamer (not a developer like us) you wont really notice that its a plane and it'll just look like dense forest.

Posted

This is really lookin cool so far. My only reservation is where you say the whole thing is going to be mirrored. I think with such a well-developed setting like this that simple mirroring could really break the illusion of place. You could stave that off a bit by making one side more broken or modifying the terrain, but I'm sure you've got some serious time constraints. I'll echo Frie and say it might better lend itself to deathmatch, unmirrored.

Posted

The gameplay is alread set =( I agree that mirroring will take away the believability, but for gameplay reasons I want to keep things fair. One side will look more damaged and "old" and "wild" if we have time to edit all the meshes. We have less than 2 weeks to finish everything on this.

  • 1 month later...
Posted

well now that its too late for feedback, i will give u sum.

It lox a bit cluttered in places, and sum spots not so good aesthetically from a distance. For example those waterfalls rnt visible enough or big enough to get me wet, stuff like that uno waddamean?

But infinitely better than ill ever make :mad:

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