Stevie's cornerA blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.All UT4 CTF custom maps. All UT4 remakes. UE4 links (guide, tut). UE4 resources, Software tools & resources.
F F F Friday! (well somewhere in the world at least...)
I like playing with stuff!
killing for fun, dying for laughs
Sly wrote:My name is Sly. and I welcome rek.
My name is Sly. and I welcome rek.
Good ta see ya registered at UoF rek!
AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-2xMSI GTX780Lightning-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-CORSAIR VengeanceM65 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop
MDK1311 wrote:Looking very good, Almost like a demon mouth. (the green lit corridor with the red "eyes" above it)
Looking very good, Almost like a demon mouth. (the green lit corridor with the red "eyes" above it)
+1....quite scared now
nice brighty colors mick...like always
I've been slack these last few fridays...
I'm glad to hear your making progress again. Thx for showing
Awesome work!!! UNREAL was the first game that I ever played on PC and Ive been hooked on FPS ever since. This is a great initiative to remake UNREAL using UE3. If only EPIC GAMES would get off thier asses and do it and the rest of us (including yourselves) could just play it. Gears of War is all finished now, perhaps its time to return to Na-Pali.
GnrlSpecific wrote:...perhaps its time to return to Na-Pali.
...perhaps its time to return to Na-Pali.
rooots!... parts of us are stuck there anyway
welcome aboard m8, hopefully LPS & Sly are going to bring us old feelings back
I just wish Epic would port UT3 into UDK. It'd be a cheap way for them to bring UT3 up to date(maybe even make a few bucks on it) and then allow us to map in their modern editor which would renew interest as we'd be seeing some visually fantastic levels hitting the market!Plus I'd be more keen to continue Legacy if it was within UDK-UT3! I should start a Facebook campaign as I'd get a lot more exposure I reckon!
I fear that GoW will go the same way as Call of Duty. CoD keeps making money so they keep remaking the same crap but with extra flare, over and over again.
Epic said that GoW 3 would be the last, but there's already talk in doing other GoW related stuff which will keep focus away from the Unreal franchise.
I have a feeling that Epic don't want to do another UT game yet as they need to work on something that'll make'em a nice amount of cash, which another UT based game probably won't do as much as someother IP would. This is why I reckon they should focus on a Unreal title rather than a UT title. I believe in these times a Unreal title would gain more interest than another UT title.
Make an Unreal game(maybe tied with the original...NOT the 2nd one) and have a great well written, interesting SP story, then also slap in some multiplayer and you get the best of both worlds to attract a larger audience. There's already a huge fan base of the original Unreal, so any continuation of that story would gain huge interest from Unreal vetrans and newbies alike!
lolz....2268 hours seen by x-fire....haha^^add me m8 if u have an account, always a pleasure to have UOF mates from the "first ages", ...lol...i agree with you, this game is made for fun and is probably the best of the serie, all is just perfect :p
Just a pic for this missed friday!
Hey, well... if you guys want extra help. You can count me in, I am a major Unreal player. Born almost and raised with it, my skills with UT3 are not bad nor super. But for evidence of working with Vortex2... which I have done in a past project... I'd love for you guys to check this out 8)http://www.youtube.com/watch?v=AHrrM96pWG8the video is a bit dark, and were intended to give the player a flashlight...Anyways, I needed more people to help me for 'my' project. I stopped about at the point of making more static meshes for possibly the Nali Hut. I may upload images of that work sometime, but to be honest about the Vortex2 map. My intentions were to make it VERY dark, because the ship crashed... the player is stranded in the dark and has no idea what is going on. He loots a flash light from a dead security officer and begins to make his way through the air duct and suddenly finds himself face to face with a Skaarj. His only escape is to find the nearest emergency exit from the ship. He ends up evacuating out of a ship garbage dump that had been one of the FEW ways of escaping at the time. The Skaarj becomes aggressive, for they've found a knew realm of game; hence the hunt of the human race on planet Na Pali. Many escaped the ship, few remain... the player 'will' have the ability to have a BOT or NPC meet him somewhere in the story mode. (And most importantly!!! as a side note, the Co-Op mode will be sponsored through a 16 player limit. Each will spawn from one of the jail cells, work and strategy will be solved over time)... BUT!!! Each bot may or may not die throughout the storyline... most bots will be assigned to the old unreal's player names. They will each have backgrounds, but will also be in every way manipulated to make the story mode interesting. I hope for people REALLY get involved with me, because as for suspense. I know what I am doing... :)**By the way, nice work guys... I was shocked to see it!**
-- Edited by MRCrapweasel007 on Friday 11th of November 2011 09:03:17 AM
Thanx for commenting Mr Weasel! Ya vid looks quite interesting and I like your ideas for how one could improve upon the original Unreal. I also agree with ya concept on how dark the map would be, seeing you're in a crashed spaceship. Funilly enough my version of the Vortex Rikers is quite dark. The screenshots on this page are from the DM version, which is a lot brighter than my story variant. The brightness of the map has been a topic of discussion with the mappers/testers here. The 'story' version will say quite dark, whereas the DM version is brighter to help navigate the map when someone is firing a flak cannon at ya...especially with the cramped conditions of this ship.Regarding the DM version, I'd added a few extra corridors and have extended the air ducts to improve flow over the original layout!Now if only Epic would make another singleplayer Unreal game.... Regarding help, I'd like to say I could help ya, or ask for help, but due to enough things already on my plate I can't commit to anything these days. If I commited to any projects(other than our UoF packs) I'd probably break any commitments and leave people in the lerch which I don't want to do.
Hopefully someone visiting might read this any offer their services. Just make sue you post media up of ya work so far(like you've done here) so people now you're actively working on it, making it more appealing to others who may want to help. Last but not least, I plan on atleast making the following map for this as it wouldn't be right to not be able to see a re-imagined world outside the ship!That said....seeing that this map is still WIP and I haven't even started the second map, it'll be quite a while before I anything, on the second map, is shown publicly! (plus I have another map I'd like to work on 1st)
2 more pics:
My Leveldesign PortfolioAbove link is updated (:
My Levels for Unreal Tournament 3:
DM-Unlimited ~ DM-Animus ~ CTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-JigokuMap Packs for Unreal Tournament 3
Internal Coördination of the UOF4 Low Poly Map Pack
Your english was correct with ya second line M8!Both pics would probably be classed as 'moderately meshed' and are pretty much final! I'd like to think that if you can run that area OK then you shouldn't have much trouble running most of the map. Ya biggest issues will be the dynamic lighting(there's quite a lot) and the Prison Block as it's the most heavily meshed area.Admittidly I do have concerns with ya 8400 handling this. I know it runs pretty good on my sons 5770 paired with a Q6600 based system!Here's a new quik pic:
Lord_PorkSword wrote:Your english was correct with ya second line M8!Both pics would probably be classed as 'moderately meshed' and are pretty much final! I'd like to think that if you can run that area OK then you shouldn't have much trouble running most of the map. Ya biggest issues will be the dynamic lighting(there's quite a lot) and the Prison Block as it's the most heavily meshed area.Admittidly I do have concerns with ya 8400 handling this. I know it runs pretty good on my sons 5770 paired with a Q6600 based system!Here's a new quik pic: -- Edited by Lord_PorkSword on Saturday 26th of November 2011 01:54:11 AM
-- Edited by Lord_PorkSword on Saturday 26th of November 2011 01:54:11 AM
Nice nice! Looks smexy as hell :)
Im upgrading to an GTX soon :) Byebye epic FPS l0ss :D
First off, my congratulations on taking on such an ambitious project. I wish you the best of luck with it. :)
Secondly, I like how you're going for a new feel for the remake, but for my personal taste, it looks a bit too high-tech (or, at least, the high-tech stuff is too generic). It looks great on its own though.
Lastly, the lighting in general needs a massive overhaul. It's too undefined, too blury, and too much of a cluster****. Take this picture for example:
There's three different main light sources here:- the blue lights- the red lights- some yellow lightsI think that that is too undefined for one scene, and too uncoherent. On top of that, none of the lights seem to give away any light at all; the room seems to be generically lit with a darker shade of blue. Also, there is a few pictures that have rooms with way too much lights (light meshes) stacked together in them; a room that size with that many lights would be blindingly bright in reality. Turn on a light in your house and you'll see how much light a normal lightbulb emits, let alone those big oval lights. This also seems to be the problem with most screenshots. Too clustered, no real sense of where the light is coming from, and which fixture is emiting light at all. Some places just look too cramped. Given that Vortex Rikes crashed on Na Pali, I would understand if everything was randomly scattered around, rather than neatly stacked together.But again, this is just my opinion. I don't mean to bring you down :) I'm just trying to point out where you can improve the maps and make them not just good, but great.If you care for my comment at all, I'd suggest sticking to a coherent lighting scheme for any one given level (stay away from intensly coloured lights; strong shades, such as red, or deep blue/purple shoud only be used to emphasize a certain spot where the level permits it). You also have to be careful of the types of textures meshes use; not all textures react the same to any one given lighting scheme.But enough of my rambling. :) I hope this post won't bring you down, or kill your motivation. That's certinaly not my intent. I honestly wish you all the luck, and hope the maps will come out great. I think you have great potential.
There's three different main light sources here:
- the blue lights
- the red lights
- some yellow lights
I think that that is too undefined for one scene, and too uncoherent. On top of that, none of the lights seem to give away any light at all; the room seems to be generically lit with a darker shade of blue. Also, there is a few pictures that have rooms with way too much lights (light meshes) stacked together in them; a room that size with that many lights would be blindingly bright in reality. Turn on a light in your house and you'll see how much light a normal lightbulb emits, let alone those big oval lights. This also seems to be the problem with most screenshots. Too clustered, no real sense of where the light is coming from, and which fixture is emiting light at all. Some places just look too cramped. Given that Vortex Rikes crashed on Na Pali, I would understand if everything was randomly scattered around, rather than neatly stacked together.
But again, this is just my opinion. I don't mean to bring you down :) I'm just trying to point out where you can improve the maps and make them not just good, but great.
If you care for my comment at all, I'd suggest sticking to a coherent lighting scheme for any one given level (stay away from intensly coloured lights; strong shades, such as red, or deep blue/purple shoud only be used to emphasize a certain spot where the level permits it). You also have to be careful of the types of textures meshes use; not all textures react the same to any one given lighting scheme.
But enough of my rambling. :) I hope this post won't bring you down, or kill your motivation. That's certinaly not my intent. I honestly wish you all the luck, and hope the maps will come out great. I think you have great potential.
WhirlWindWabbit, if you are interested in a more faithful remake, I think you might like what I'm doing. But the visuals are not as awesome as in LPS remake.
Here's my WIP thread (contains various stuff, not just the Vortex Rikers remake) and here's the thread at Epic Games' forum (dedicated to the Unreal remake only - note: just a project to get to learn the engine more and to show that a remake would have many people who would play it, I just intend to make Vortex Rikers to the end of Rrajigar Mines at the beginning of the Sacret Passage, I'll see if I will continue it after I'm done with the Rrajigar Mines or if I'll release the uncooked versions of the levels for someone who would want to continue it or give it to someone I trust).
EDIT: Link bug. Fixed now, still odd.
Thanx for the feedback Whirlwind! Don't worry about demotivating me as any constructive feedback can be helpful! If you've played any of my 'Orbital' maps then you'll know that my preferred style is techy with 'over the top' lighting. I have continued this tradition with my Vortex Rikers remake and you aren't the first person to tell me off about how dark the map is or my choice of coloured lighting. The other UOF mappers here have been testing this map and have warned me, on a few occasions, about the lighting level on the map. I'm happy to report that the current version of the map is somewhat brighter in general. The map itself was kept dark to try and keep the same atmosphere as the original map. Hopefully I've managed this!With the mix of strong colours, I agree with your comments on the principle 'unwritten rules' on lighting however I personally like using intense colours and pretty much won't budge on that! The map itself also has a significant number of dynamic lights running which unfortunately cannot be shown in a picture so hopefully it'll make more sense when the map get released!All that aside, as Sly has mentioned, he's working on a more authentic remake which I believe will cater to those Unreal fans who don't like my modernization(bastardization??) of the Vortex Rikers, so I highly recommend checking out his progress via the provided links above!Thanx again for stopping by our corner of the world and leaving a comment M8!
I'm glad to hear my comment didn't bring you down. :) I respect people that can take constructive criticism. Like I said, I wish you the best of luck. Regardless of what comes out of your project, I'll be sure to keep track if it! :)
@Sly: I do like your style a bit more (but that's just personal taste, it says nothing of any quality difference between the two projects!). I've been a LD for some 10+ years now, working mostly as a hobby, and sometimes on some comercial projects. I came to a conclusion not recently that level design is not what I enjoy the most, rather I prefer environment art. Unfortunatelly, I've never tried it before, so I'm working on my own UT3 map right now, trying to learn modeling, texturing and setting up a good looking and functional environment. I'd be interested to help you with your project if you're OK with it, but after I finish my map. I'll post a thread here anyway when I have more of the level finished. I've been planning to remake Unreal's "Passage" either way, so if you'll like it, I can give you the finished map as a part of your project (along with other help you might need).
As of the moment, I'm especially interested in Kismet, which looks ****ing amazing. I've just finished the low-poly Nali house for my map yesterday, I'll finish the high-poly and texture it in the coming days; hopefully it will work out as I plan. :)
For any other inspiring LD/artists, I really recomend reading through Hourences' tutorials and playing through a few of his maps. He's one of my greatest inspirations and continuously produces high-quality levels/games, with incredible envirnonments and kick-ass gameplay. :)
Hehe, would be interesting and I'd definitely accept help from everybody! The biggest problem we both have are monsters though as we are neither (very experienced) coders nor modellers/riggers/animators and compared to UT2004 (which can be easily modded as it has monsters and stuff like that in it, see the Single Player Framework template mod which can be used for really great stuff) UT3 doesn't have the necessary actors! Apart from that, I plan to make this mod as a gametype rather than something external which just requires you to have UT3. It would be annoying if you would have to launch it from outside of UT3 and would have to close it again and restart regular UT3 to play normal matches with players if you feel like it.Especially in UT3's current misery/bad state it's important to make it as comfortable for players as possible and a gametype with modified pawn actors should definitely do it (as each gametype needs individual pawns for individual strategies or bots, team support, etc. anyways, this shouldn't be a big deal, mostly changes of default properties, e.g. no double jump, no walldodge, higher JumpZ, etc.)!Btw, LPS I can give you my current Vortex Rikers so you can take a look at how I've made that chair since you finally got to do this room. AfaIk you wanted to know how I've made it and which static meshes I've used (this should be the less important thing as I guess you will use others to make the chair fit your style but I think you might be interested about the architecture and the "base chair" which would even fit into your remake map's style ).If I'm totally honest my remake looks very empty and poor (not only compared to LPS' work but also for the standards we have nowadays) and I know this for sure. I'm not totally happy with its looks, but then again, I want to make a faithful remake, not overdo it. I guess you'll get to know that dilemma once you're working on the passage level. I'm open to ideas how to improve its look (e.g. by adding more cables on the ground and stuff like that), contribution of static meshes (I could definitely need a wall static mesh that matches the current material I'm using since there is none but the material is the closest looking one to the original + it looks neat ).About the Nali house, I don't think I'll need it. I learned to form almost everything of the most absurd static meshes - heck, the toilets in my Vortex Rikers remake are downscaled, stretched Ion Cannon cabins! lolI've gained a lot of experience during the last half year because I'm working on a "mammut-map" which requires a lot of phantasy in the usage of the stock static meshes, hehe. I hope it will be visible how much love I've put into that one later when it'll be done. By the way, I hope you all can forgive me when I set all movers/interpolation actors in my remake to "kill when encroach" because UT3's netcode is somewhat... strange (and bugged) and after intense testing with some trusted mappers and testers I found out that:feign death + the only lift you can use = have fun trying to get onto it when it stops in midair and starts flying up into the air on contact with ragdolls (online only)This is why it must kill players when they do stuff like that, evil side-effects and we were even joking that that was actually the scariest part about my remake. True story, true core (about the scary part)! I think things are only scary if you don't expect them - and I totall didn't see this totally wicked behaviour of the mover coming! I can post a screenshot of what I mean.Oh and LPS, you should check your movers online (plan at least 1 day of testing for this) with a trusted person as well and set them to "kill when encroach"! I'm 100% sure you will experience the same issues. Believe me, it can end nasty if they are not set to that and even end in a dead end for players (in coop) (didn't check the movers myself in yours yet, you know, time management reasons, it comsumes quite some time which I really need atm ).Doors shouldn't really be a big deal since they usually kill ragdolls when they close and fall upon them (that was my observation).
Sorry for the overly long post, have fun reading my senseless gibble gabble! Don't fall asleep while doing so!
Sly, don't worry about giving me the map. I have an alternate idea in mind for the interrogation chamber. (although I'd be interested in seeing it )
For any public members who are checking this thread.
You'll soon be getting a taste of my Vortex Rikers remake in the up-comming UoF DM map Pack! The pack contains a DM variant of the Single Player version.
Check the pack details here.
I've created a new thread for the 1st map in Legacy. You can find it here!
This thread will continue to be used as I perform future work on this project!
An early WIP pic!
stevelois wrote:...Veri nice start m8 & the river blend very well with the surrounding rocks / cliff :D
...Veri nice start m8 & the river blend very well with the surrounding rocks / cliff :D
...+1...& what a nice canyon !
Steam~YouTube~Geforce~Mapping by Feuersturm
An attempt to keep the friday tradition alive.
Missed a friday here but it's still friday somewhere.
Here's another set of old vs new for any public visitors:
I addressed some queries from the oldunreal forums so I thought I'd also post'em here
With the exception of custom materials and sounds almost everything is stock UT3 content for both maps.
I'm using custom materials made by myself or by some of the UoF mappers/modders.
An example is a custom wall texture made my mAlkAv!An that looks 10 times better than the original stock texture's.
Here's two screenshots from the 'upper mines'Stock UT3:
The Vortex map is all stock content from UT3 with some custom materials and sounds. The space map took me about 3 hours in photoshop and the editor.I like working with blue lighting..hence the lighting scheme in my version. The UoF guys know me for my persistance with saturating my maps in strong coloured lighting...hence the vortex. :-X
Ny Leve may look a little closed-in but it's actually bigger than the original by roughly 1.3x. The terrain is now using a modified texture that's closer to the original (see pic below) plus the water is more blue now.
Don't worry about the primary waterfall as well...it's much different now.(but not ready for a reveal ;) )
Regarding the trees I've gone with the stock trees as I wanted a more 'foresty' feeling with the map compared to the original. I didn't realize I'd posted an older image above for when you first walk out of the Vortex.Here's an updated image:
Regarding an Unreal remake and use of modern tech like going away from the hard edges of the original and use of UT3 content - I wanted to modernize Unreal in my remake. I wanted to make it to visuals I prefer and not be restricted by the original. As I have limited skills in quite a few areas I'll never be able to make a true remake so this allows me some freedom.This decision was made easier when I saw Sly's excellent work on his more authentic remake.
Having both versions is great as it allows us all to see Unreal in and old and totally new look. Folk who prefer more original content will get that from Sly's version and they can experience something different, yet the same, in mine.
One thing I do need is enemy models/animation from the original. I'm hoping Master Unreal will see my comment in his thread and allow me to use his Blender models, which would be great! ;DThat's the main thing I'm missing atm and one of the most important to have in. :'(If anyone else has any of the original models in a format for Blender and is happy to provide them let me know! ;D
Bonus screenies 4 yaz:
Ny Leve's Falls: