Warby Posted December 14, 2007 Report Posted December 14, 2007 download: http://warby.bitproll.de/filez/dm-elevation.zip readme: DM-Elevation by soenke c "warby" seidel install the map into the \UTGame\published\CookedPC\CustomMaps\ folder if this is your first ut3 custom map you install you will have to create it yourself. this is my very first ut3 map. it mainly served me as a learning exercise for what has changes between unreal engine 2.x and 3. there are a couple of known issues. there are no custom meshes or textures in the level. all graphics assets in this map are made by epic and streamline. some of these meshes don't have perfectly none overlapping normalized lightmap-uvsets which leads to some ugly lighting artifacts most noticeable on the floor meshes on top of the castle. also the bots don't seam to use the aircontrol of the jump pads properly and often fall to their death. i am not a pro gamer myself so i am always very puzzled about what makes a good item placement layout for a "pro" ut-deathmatch map. yet i hope you will have fun with this map. want more ? http://www.warby.de Quote
Minos Posted December 14, 2007 Report Posted December 14, 2007 Why are the shadows so harsh? It'll probably hurt the eyes after a few minutes Quote
jaboo224 Posted December 14, 2007 Report Posted December 14, 2007 looks great but like mino said, so much contrast hurts the eyes D: Quote
aevirex Posted December 14, 2007 Report Posted December 14, 2007 It looks ok for it's purpose but your Skorbut level looks WAY more interesting :< (terrible sky) Quote
Grinwhrl Posted December 14, 2007 Report Posted December 14, 2007 Design looks cool, but the lighting and shadows are brutal Quote
Meotwister Posted December 14, 2007 Report Posted December 14, 2007 I think it looks beautiful... as far as how the contrast would affect gameplay... i dont know... Quote
Sindwiller Posted December 14, 2007 Report Posted December 14, 2007 I think it looks beautiful... as far as how the contrast would affect gameplay... i dont know... It doesn't. The lighting's fine. It even gives the level a very nice touch, I like it What I don't like is the item placement, where you stuffed certain places with too much stuff, and that the elevators aren't distinguishable from the normal floor because of the lighting and the texture. Nothing is more frustrating than running to the mega health while having a bad guy in front of you, when you get tossed in the air all of a sudden. If you tell me that's gameplay... and if it was supposed to be so... well, then... fuck you Distinguishable elevators with sounds plz! Quote
Nexus Posted December 15, 2007 Report Posted December 15, 2007 it looks real, but to strong contrast in your map Quote
KIIIA Posted December 15, 2007 Report Posted December 15, 2007 none overlapping normalized lightmap-uvsets What does that mean? Do the shells in this lightmap UVsets overlap, so that the baked lighting information is corrupted? With which method are UT3 meshes lit? Aren`t they by standard lit with vertexlighting, do they all have (maybe require) a lightmap in their shader which is multiplied with scene lighting somehow, or does the compile do some sort of baking into this UVset in the process? Is it possible to assign different UVsets for different Slots of the Shader (for example one for lighting and a different one for color, and another different one for the specular)? It sucks that UT3 refuses to work under Win2k, which prevents me from getting my hands on the Ued3. From the "artsy" point of view, i like your map.....typical Warby style somehow. High standard from all aspects concerning level design in general... Quote
static07 Posted December 15, 2007 Report Posted December 15, 2007 You're aware of the bugs with the elevator. Other than that, the jumppads should drop you on the target if you don't move. the airtime you get makes you an easy target, if you're busy trying to land on a small platform you're a sitting (in mid air) duck as you can't really fire back. The bloom is to harsh, I don't mind the shadows, they look good. Item placement is to say the least akward (4 flaks?). Quote
Warby Posted December 15, 2007 Author Report Posted December 15, 2007 none overlapping normalized lightmap-uvsets What does that mean? Do the shells in this lightmap UVsets overlap, so that the baked lighting information is corrupted? yes With which method are UT3 meshes lit? Aren`t they by standard lit with vertexlighting, do they all have (maybe require) a lightmap in their shader which is multiplied with scene lighting somehow, or does the compile do some sort of baking into this UVset in the process? they are lit by default with vertex ligth but that rarely ever creates a satisfying shadow so optinaly you can tell em to be light mapped if the object has an additional uvset for that and most of epic/streamines meshes do. Is it possible to assign different UVsets for different Slots of the Shader (for example one for lighting and a different one for color, and another different one for the specular)? i havent done that yet but iam certain you can It sucks that UT3 refuses to work under Win2k, which prevents me from getting my hands on the Ued3. From the "artsy" point of view, i like your map.....typical Warby style somehow. High standard from all aspects concerning level design in general... i wish i could go back to win2k ^^ Quote
Felix Posted December 15, 2007 Report Posted December 15, 2007 I like the lighting, maybe the contrasts a bit too strong but good job anyway! Quote
D3ads Posted December 15, 2007 Report Posted December 15, 2007 Nice use of stock content Warby, your talent never ceases to amaze me Quote
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