Map is now final. Grab it here
WIP stuff :
Been working on this new CTF since I release DM-Mariane. I'm aiming to build a simple level using a clean-techy-industrial theme which I'me pretty satisfied from my WIP. I use stock meshes but with 100% customs materials (from Crazy and Nobiax textures). November pics, very close to the final look & feel
Main room :
Underwater, belt spot in the main room :
Underwater, alternate corridor :
Red base, entrance :
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.
nice picts cousin i really like the strong colors and contrasts
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THX bro PP is mostly the same as DM-Aly, the underwater part. I just tweaked the settings a tad. It's great to have previous maps so you don't need to redo every thing from scratch Therefore, many parts of the map are "squarish". But many things can change since meshing hasn't been started yet on the upper level. Dunno what I'll end up with tbh Time will tell...
GnrlSpecific wrote:Looks great, cant wait to play.
Looks great, cant wait to play.
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THX for the kind words, I appreciate Will do my best
#uck the laser pointer .. I use a stinger mini-gun .......
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stevelois wrote:I use stock meshes but with 100% customs materials (from Nobiax textures).
I use stock meshes but with 100% customs materials (from Nobiax textures).
Maybe 1% from me no? (the warning material looks like mine)
More seriously, looks nice cousin !
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@1XTHX m8, I'm always searching for new stuff As for Epic thread, well, your welcome hihi @Nova
Your right, the caution bar texture is from you my couzin (my first use in Citius) I was thinking about the "new" textures set
stevelois wrote:@NovaYour right, the caution bar texture is from you my couzin (my first use in Citius) I was thinking about the "new" textures set
Of course no offense, I was kidding ;)
stevelois wrote:Since I'm to limited with the stock assets, I'll rely more on BSP than meshes to obtain my goal. Will upload pics tonight :)
Since I'm to limited with the stock assets, I'll rely more on BSP than meshes to obtain my goal. Will upload pics tonight :)
It's a good thing !
Can't wait the pic ;)
So as mention, before & now :
Before / now
Started the flag room upper level. Pretty early WIP
You misunderstood me. That is a static mesh package from UT2004, some of its meshes are lit like those pipes in your third screenshot in your post above, that's why it reminded me of it. Added a certain UT2004 touch to your map.
PS: My bad, it's called HumanoidHardware.usx lol.
Sly. wrote:You misunderstood me. That is a static mesh package from UT2004, some of its meshes are lit like those pipes in your third screenshot in your post above, that's why it reminded me of it. Added a certain UT2004 touch to your map. PS: My bad, it's called HumanoidHardware.usx lol.
Ah, ok, I understand now
I've decided to change the name of this map.After many playtest it's a blast on 1on1 but also on 2on2. So since it's not a 1on1 mandatory level to have fun, it's now change from CTF-1on1-Misery to CTF-Mako :)
Was having fun with Paint... lol
This will be the map banner name I'll use with decals (the black area will be invisible).
I've made significant progress this w-e on the flag room. The learning of the builder brush in DM-Amyrade serve me well in this map which will be made mainly with BSP.
I use the stock pipes & few other stock meshes for deco but to obtain my goal, I'll rely more on BSP. I've already made more than 50 materials to make the map look industrial/clean/techy but not busy visually.
So in this map, I extent my use of the builder brush (less brush but with prettier shape) & also learn & put good use of MIC which is also better. Map filesize will be smaller that way (it's one of the way to optimize a level).
In all, it's pretty good for my personal knowledge
Nichts wäret ewiglich, nur die Natur bleibt bestehen.
Indeed m8 MIC = Material Instance Constant
Raziel31 wrote:The shield belt area looks cool ;)Keep up !PS: Kami released a few years ago a DM-Mako for UT2004, did you know it?
The shield belt area looks cool ;)Keep up !PS: Kami released a few years ago a DM-Mako for UT2004, did you know it?
Yep, I have the UT2004 map (didn't remember it was made by Kami). Still, this one as nothing to do with the older one. I was inspired by one of my favourite UT2004 CTF-1on1 map for the layout & some pickup placement but that's about it. Everything else is Stevie's vision
Need a bit of help on this decal.Does anyone know how to fix "the ugly stair effect". I want to obtain straight lines (in blue). The texture itself as straight line but ingame I saw those crappy stairs lines. Note: I already use the UI parameter for LOD which is the best I can possibly use. Any other pointer would be helpful.
THX in advance.
I agree with Achernar, you can also try to change the font, sometime some font are better in hight res, but not sure font in general way are created for Hight res.The other way is to create your logo with BSP instead, as I do in DM-Aero or in DM-BloodSport, for me it's the better way to put "text" in a map.
Smart move to move on and come back to it later, i've been doing alot of that as well which really helps production and is much better than grinding the wheels for too long on something that isn't flowing well.
I'm excited about this map; small action fight maps are a blast in UT3 - did you say its going to be reverse flags? (if so great!)
Looking good Steve. Kind or reminds of Mirror's Edge, with more "edge".I didn't read all of the posts. Is there a download yet?
LOLTHX but nope bud, it's a WIP. Indeed about M-E, I use Crazy's textures package which is inspired by M-E.But since you know that I'm mister details, I must add "a bit of details"... to be satisfied
stevelois wrote:@Raziel31 Maybe I'll remake it in higher rez if it's the only way ...
@Raziel31 Maybe I'll remake it in higher rez if it's the only way ...
I've just understood that the blue lines was made by you in paint to point the problem ( i really need to sleep ! lol!)....never mind...and yes, remake it in higher rez and it will be better yep ;) Not trick here :)
stevelois wrote:@1xTrEmE Yeah, when I'm stuck on something, I continue to work on other aspect or else it doesn't go forward. It is reverse CTF indeed, a small map, maybe a bit bigger than AndAction! You've made but not by much. I'm also relying on BSP for most of the map so adding deco isn't easy, it take me some time to design appealing shapes. The good news is that, dev is going relatively fast héhé.
@1xTrEmE Yeah, when I'm stuck on something, I continue to work on other aspect or else it doesn't go forward. It is reverse CTF indeed, a small map, maybe a bit bigger than AndAction! You've made but not by much. I'm also relying on BSP for most of the map so adding deco isn't easy, it take me some time to design appealing shapes. The good news is that, dev is going relatively fast héhé.
Aight .. good deal then' - we need a few more action maps, I still play with real players on my lan sometimes 3 of us vs bots, sometimes 5 vs bots. These tight fast action play maps are a rush and some of the most fun for us believe it or not. Reverse = even more action.
I must say I like R-CTF very much too. There isn't enough of them I've made 2 regular CTF & I'm very happy to build something different once again
So, since my last post, I've made lot's of progress which as turn to look very nice & I'm happy with the result so far but some things need to be done to make it look the way I want for the final. So, as an archive this is how the blue flag room was looking like :
24 oct. (rough BSP / early lighting / very early meshing)
Nov. (almost finished BSP / lighting mostly done / finished meshing / Bio weapon added + other pickup changes / flag base position moved with added geometry)
Hope you followers like it
stevelois wrote:Hope you followers like it
I know this follower does... It's a nice balance between BSP and meshing... looking clean and detailed at the same time.
Lord_PorkSword wrote:+1! Very clean look which I very much like!
+1! Very clean look which I very much like!
+2 - I'll second that.
I'm happy you like the result & the good news is that it look actually better than the pic since I add more geometry + lens flare + awesome shadows, etc
My goal with this map, like in UT2004, is to build the more I can with BSP with a minimum of meshes which are mostly pipes & curved walls used in the lower level