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Post Info TOPIC: CTF-Seraph WIP (Remake)


Padum Tsh!

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CTF-Seraph WIP (Remake)
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I decided to redo the map I once spent weeks into. That was about a year ago already.

I'm finally glad I'm more experienced right now and this, shown in the pictures.. is all done in a few hours time :)

The thread will be updated frequently with progress, and ofcourse, the final 

I used some of the Engine.Material package to make texture applyment easier (not having to select every BSP face) when the real textures are imported.

The map is ofcourse Low-Poly oriented since thats what you're used of me.
The thought behind the flow is a straight way path with lots of z-axis options and orientation in a same, straight flow.
This should proof which flagrunner stands out between the others beating defenders where other flagrunners fail.

 



 

 



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Connoisseur of Bourbon!

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Looking forward to seeing how this progresses! biggrin



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Unreal Old Friend

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Gonna keep an eye on this one! :)

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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yup....+1 to that

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Padum Tsh!

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So, Here's finally some progression:

My focus on this map is to learn more about materials and the terrain editor as well.

So I decided to do a kind of "Mine" sort of theme WITH MY OWN SWING TO IT =]. 
Im trying to build this map with a terrain overlapping it. Inspiration from "The Ball" from Hourences, in which he finds a great mix of a severity in caves, and clean geometry settings. 

Later coming with some danger decals and some barrel, as well as not including out nature, water and perhaps fire since its all supposed to be dark and eery, but let the point lights and dynamic light do its work :)

 

Eur, yep. The start i guess. It all looks kind of too dark now. But its just to give an idea of the geometry of the red base a bit.


I went for a shiny stone material, just like in Dutchees. Only this time better setup. Jeez, material editors consume a lot of time yo :/



-- Edited by Darkn3sSx on Monday 17th of September 2012 11:09:20 PM

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Padum Tsh!

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Another 6 hours later, still too dark but getting close to the end already ;o

And, f yea for decals :)

Some more:










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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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nice mate....and not that dark finaly ...héhé

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Padum Tsh!

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Bl!tz wrote:

nice mate....and not that dark finaly ...héhé


 Hehe thanks bro :P

 Tut from Stevelois really helped!



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Above link is updated (:

 

My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



...

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Good progress there :D

And it's not to dark neither :)

Happy my tut are helpful héhé !

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Padum Tsh!

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Jup, almost done now :)
Im amazed of all the work :o
I couldn't touch the map at first due to work and [life] lol. So all the progress has been done in just 2 days (since yesterday) and close to 12 hours total :)
I'm happy with the progress.

Thanks to Stevelois for his tut on lightning really helped me to set the lightmaps good.
Thanks to Hourences for his endless inspiration, and how heightlines gives a map an abstract feeling. 

- This is as good as done now. Just doing some polishing and lightning fixes.


- This is seen from above the red flag (not reachable), but pwetty picture :)


- Lower section, just near the actual flagstand. Lots of Z-axis feeling.


- Seen from the red base going over the middle (when looking to the right)
Those emissive lights cause a cool effect, but im starting to think if its looks too aggressive on 128.000 (and larger) brushes :/


- Middle section is cut off by a big pool of lava. A small overlapping is where the 100 armor resides. Risk/Reward effect :)
Does the map good, especially in such a small, straightforward map (like CTF-Reflection) as this.
Inspired by Hourences (CTF-Lopo) Half of the textures are his too btw :)
Lava material is made by myself ;) Thanks to McLogenog for his insight in the stock decals for usage in maps. Nice thought :)


- And finally the blue base. Same as the first sentence, just looking for any shadow/lightning issues.
Finally adding up some more original custom made decals







-- Edited by Darkn3sSx on Tuesday 18th of September 2012 11:50:50 PM



-- Edited by Darkn3sSx on Tuesday 18th of September 2012 11:52:27 PM

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Above link is updated (:

 

My Levels for Unreal Tournament 3:

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Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



...

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Really like the new pics :D

I'm happy to know my lighting tut was helpful. Keep it on m8, good work so far héhé ;)

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Connoisseur of Bourbon!

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Looks superb Dark!
Looking forward to giving this a good run! biggrin



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Unreal Old Friend

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That look strange.
I don't know if it's unreal or UT3. ... Or the both.
It's interesting.

In fact, that's look very old school.

The ceilling is strange with the brick.
You should work on it a bit. Just break the fatness of the ceiling.

And the bricks for the floor is also strange.
You should use another one. a slab by example.

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Padum Tsh!

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Heimdallr wrote:

That look strange.
I don't know if it's unreal or UT3. ... Or the both.
It's interesting.

In fact, that's look very old school.

The ceilling is strange with the brick.
You should work on it a bit. Just break the fatness of the ceiling.

And the bricks for the floor is also strange.
You should use another one. a slab by example.


 This is already done. Check the UT3 Finals section.

Gonna release a more polished version soon.



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My Leveldesign Portfolio
Above link is updated (:

 

My Levels for Unreal Tournament 3:

DM-Unlimited ~ DM-AnimusCTF-Rising ~ CTF-Embargo ~ CTF-Seraph ~ CTF-Jigoku


Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack

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