Nurb Posted January 20, 2008 Report Posted January 20, 2008 *Update* These are screenshots from the final version of the map along with a new downloadlink: It's possible that you have to clear your browser cache in order to see the new screens. DOWNLOAD: http://www.claeng.com/leveldesign/dm-cath-final.zip */Update* ============================================================ Original post: This is the first thing I post here on mapcore so: Hey all! I've just finished this first beta of my first UT3 editor map. If anyone would like to give me some c & c I would greatly appreciate it. Thanks Level: DM-Cath Version: beta 1 Description: A duel map set in a cathedral ruin. Playercount: 2 to 4 players Author: Claes "Nurb" Engdal Website: http://www.claeng.com DOWNLOAD LINK: *gone! O_o* Almost all textures and static meshes are custom made by me. I've tried to make a good mix between graphics and a solid, fastpaced competitive gameplay. Please mail me if you have any bugreports or suggestions (e-mail in textfile). The screenshots: http://www.claeng.com/__forumpublish/dm-cath-beta1-screen01.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen02.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen03.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen04.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen05.jpg http://www.claeng.com/__forumpublish/dm-cath-beta1-screen06.jpg Quote
aevirex Posted January 20, 2008 Report Posted January 20, 2008 Since this is a beta i think its not to late to ask, where are the normal and specular maps? It looks good but it looks more like a UT2004 map tbh... Quote
Nurb Posted January 20, 2008 Author Report Posted January 20, 2008 Thanks! I'll try to improve the normalmaps. I'm completely new to the unreal engine and not really sure how to get a good result with the normals, it looks completely different in maya. Any pointers would be welcome I think I'll leave most of the speculars as they are. I've done most of them with in-editor nodes to save texturespace. Since most materials are dry stone I didnt feel a really shiny spec was needed. There is some shine to the floor and metal parts though. Quote
hessi Posted January 20, 2008 Report Posted January 20, 2008 no matter what it looks like in any other tool, we can only give feedback from what we see. i thought the same thing as aevirex: looks like 2004. the lighting is without any harshness. all areas are near fullbirght. making a histogram out ofthe screenshots would show that there is no really dark places that would give a good contrast. from brush and model work it's all really bland. its all 45 or 90 degree.a lot of edges are hard. this kind of reminds me of the quake and half life. for those games that was ok since they relied on CSG and BSP tools for the entire level. But now where your level (==the visuals) can be made 99% in a modeling app there is no excuse for such a lack of details. Quote
aevirex Posted January 20, 2008 Report Posted January 20, 2008 Ok, to be more specific: The way I do my speculars (most of the time) is to add a grey constant to the diffuse (0.3-0.6) and link it to a power node with an exponent of about 4-12 (depending on the texture). Also, do you use skylights? Although the UE2 bug doesn't appear where static meshes are lit too much it still washes out the lighting and makes it look boring... subtle use is ok. Quote
Nurb Posted January 20, 2008 Author Report Posted January 20, 2008 Ok, I have tried to make the normalmaps stand out more in general. I have also removed some unneccessary lights and a subtle fog, that may have contributed to the "fullbrightness", bringing in abit more contrast overall. The specularity has been somewhat increased on most materials though I want to avoid pushing it to levels where the material looks wet upclose. I want to keep a minimum light level on areas where the player will move though, as I want the map to be playable from a "competitive gamer" pov. hessi: I probably won't do anything about the hard edges on geometry for this map, as it would take too much rework. I'll improve on this point with my next map. Thanks for pointing it out though, I fully agree. Quote
Nurb Posted January 20, 2008 Author Report Posted January 20, 2008 Well, I made lights generally smaller and more intense, and did some stuff in post processing to get more of a "UT" feel to the lighting. I think it got better, but worried I juiced it too much...? I realize this thread got alot more WIP than I had intended when I posted it, but I hope that's ok. Quote
Freak Posted January 21, 2008 Report Posted January 21, 2008 i think that purple lightning ruins the map Quote
Nurb Posted January 21, 2008 Author Report Posted January 21, 2008 I added the purple/blue to complement the orange lighting, maybe I overdid it though >_< Anyway, it's "final" now, so I edited the first post, since it was supposed to be "final" already when I posted in the finished work gallery I left the original content of the post though so the following c&c replies are still valid. Quote
Meotwister Posted January 22, 2008 Report Posted January 22, 2008 if it was more blue than purple.. or just blue rather than purple I'd probably dig the light. otherwise some top notch work goin on good job. Quote
Belgarion Posted January 25, 2008 Report Posted January 25, 2008 reminds me a lot of the original Unreal. hotsauce. Quote
Deh0lise Posted January 28, 2008 Report Posted January 28, 2008 I haven't tested it yet but I love that blue light, what I don't really like is the plants texture. I'll try to test it as soon as I can ^^ Quote
Zacker Posted January 29, 2008 Report Posted January 29, 2008 I think it looks pretty good! Might look a little too much like UT2k4 in some places though. As this is Unreal I think that both intense light and purple light is ok cool as long as it's on the level as it is here. Quote
Yokai Posted February 5, 2008 Report Posted February 5, 2008 Even though this is in finished work section, it would be cool if you kept updating this map. Each time you update, it looks a little better. I have some gripes though... From the way it looks, cover seems lost and ascent from scenes and though I applaud you for acknowledging the importance of colored lighting, it seems that the colors may be a little too strong. Try lightening it a bit. Quote
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