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Post Info TOPIC: CTF-Citius (Final)


...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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RE: CTF-UOF-Citius [Pre-alpha][Download n/a][Pics 01/05/10][Vid 06/05/10]
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nice touch; thoses pipes kick ze butt ;)

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THX m8 :)

I must admit that its damn challenging to mesh out the map !

It take some time to play with those "Lego blocks".

Since last week, I did a lot of optimization. ATM, I'm getting ±85 FPS everywhere which is very good considering the poly's I have to render (± 1.6 millions when stock maps have around 700 000) !

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RE: CTF-UOF-Citius [Pre-alpha][Download n/a][Pics 24/05/10][Vid 06/05/10]
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Been working all week-end on this corridor located behind the flag but it's not finished yet, only 50% done. Also made custom materials for the floor / ceiling.

This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version

Also made lot's of meshing / lighting on the front flag base (comparison between last week & today).

This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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it looks really good stevie smile.gif

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THX bro,

I also had lot of fun with those ** blocking volume & the culling.

When I add some meshes, I adjust the culling right way & also adjust the collisions & add BV if necessary. It take some times but at least when I'm done with a sector, I'm really done :)

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Feedback-Master ..

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stevelois wrote:
When I add some meshes, I adjust the culling right way & also adjust the collisions & add BV if necessary. It take some times but at least when I'm done with a sector, I'm really done :)

I tend to do stuff in phases (texturing, meshing, lighting) rather than sections.  To each his own.  That being said, the map is coming along nicely. smile

 



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Connoisseur of Bourbon!

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Shaping up very nicely M8!

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Drinker of too much beer

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Looking good mate.

I personally dont know how guys work with default materials. I need to have an idea of what its going to look like as i go.
I know seb does half a map in default and goes back to do materials...I cant do it...LOL

I guess were all different.

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Yep,

There is no rules & everybody work differently.

I always start to make the layout & after apply the stock material & then add the meshes. If the stock material don't fit for whatever reason, then, I make my own.

I also add basic lighting, set collisions to see if everything play good & add blocking volume after to obtain a better flow.

I work like that since my first map & by doing so I can enjoy the gameplay / flow / look & atmosphere I'm aiming right away before working on something else.

I found it encouraging & more satisfying this way.

Each is own way :)

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RE: CTF-Citius (Pics 11/06/10) (Vid 06/05/10)
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First post updated biggrin

Very old pics :

Progress in the middle of the red base :

This Image Was Automatically Resized by using the Screenshot Tag.    Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.    Click to view the full version

Red flag base :


This Image Was Automatically Resized by using the Screenshot Tag.    Click to view the full versionThis Image Was Automatically Resized by using the Screenshot Tag.    Click to view the full version

Old pic 30/03/10

This  Image Was Automatically Resized by using the Screenshot Tag.   Click to  view the full version


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Unreal Old Friend

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RE: CTF-Citius (Pics 12/06/10) (Vid 06/05/10)
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I've become real crap at playing Unreal. Mostly because while playing I'll stop to stare at something inside a map...and then someone will frag my ass. Thanks a lot Stevie for making another map that I'll suck at because I'll be too busy staring at how cool it looks.

In all seriousness it looks great I can't wait to play it.

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LOL

Well first, THX for registering on the site biggrin Also THX for posting on Epic wink

And second, I'm happy you like it dude smile I have many things left to finish. It's my second Nano in term of details. I know that some people didn't like Nano so maybe others won't like that one neither confuse

Only thing I can say is that it's not the usual CTF gameplay.


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Progress 19/06/10
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Been working on the outside lately. It finally start to look like a place smile

I'm 40% done there. The lower part is ok (rocks / sea), now I'm working more at the KEG level & up. The weapon base you see where you have a rl ammo + link ammo is the RL placement :




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Level Designer

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RE: CTF-Citius (Pics 12/06/10) (Vid 06/05/10)
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Lookin' good Steve! I love those emitter effects you've placed in the ocean (used some of those in CTF-Eternity myself (got the idea from CBP maps) :P

Not really anything in that pic that doesn't look well placed or so, oh and the rock material you use is very good and fits perfectly!

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THX alot m8 biggrin

The red effect is only the stock mesh but with my own material to fit my needs. Been a while before I can get that look & movement ingame.

I've been trough a plethora of trials to get that rock look. The material isn't complex but it was very hard to obtain the exact look I was hoping to obtain.

So in all, I'm happy you like it buddy wink


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Did a lot of things this week.

Including making the sides of the building look like a building lol

Dunno if there is to much lights, what do folks think confuse




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Feedback-Master ..

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stevelois wrote:

Did a lot of things this week.

Including making the sides of the building look like a building lol

Dunno if there is to much lights, what do folks think confuse

screenshot00000j.jpg



Now that you mentioned it, it does have too many lights.  You might want to remove the "inside lights'?

I also think your picture is too big!  nana.gif

 



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LOL................ I like it big wink

THX, I already remove half of the lights SM after I post this pic leaving 1 empty space between the SM & it does indeed look better smile




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CTF-Citius (Pics 27/06/10) (Vid 06/05/10)
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First post updated biggrin

=================================

Old first post :

This is to show the amount of details I invest in my works before / after they're meshed out (those areas are mostly finished). It represent 6 full months of intensive work !

For those who wonder how it look before & after the level as been meshed, well this is an example going from BSP only to full meshed out (with lighting & all the rest).

This  Image Was Automatically Resized by using the Screenshot Tag.   Click to  view the full version This  Image  Was Automatically Resized by using the Screenshot Tag.  Click to  view  the full version

This  Image Was Automatically Resized by using the Screenshot Tag.   Click to  view the full version This   Image Was Automatically Resized by using the Screenshot Tag.  Click to   view the full version

=================================


-- Edited by stevelois on Sunday 27th of June 2010 07:30:35 AM

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Connoisseur of Bourbon!

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Very nice M8! shocked.gif

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Drinker of too much beer

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Yep nice Steve.
I still dont know how you guys do that...LOL
Still room by room over here.

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THX guy's biggrin

I'm happy you like it because I really love it myself smile


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Drinker of too much beer

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Yeah. But youll probably hate it by the time you get finished...LOL
I know thats how i feel.


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LOL

I hope not m8 :D

I must say I play it very often comparing to my previous one.

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I work few hours on it today, I had some inspiration...

I don't have much to show but it's better than nothing. There are many obvious incomplete spots but I post those pics to have a "dev souvenir" smile.gif

A full rebuild now take me 30 mins to do & the map is only 40% finished, I don't want to imagine how long it will take when the map will be 100% completed !!! Yikes !!!!

I finish many areas but those are the ones that I really need to work on as you can see.

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

-- Edited by stevelois on Wednesday 27th of October 2010 01:31:56 AM

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Unreal Old Friend

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That is just gorgeous work! I love it!

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Your to kind m8 :)

THX

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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stevelois wrote:

I work few hours on it today, I had some inspiration...

I don't have much to show but it's better than nothing. There are many obvious incomplete spots but I post those pics to have a "dev souvenir" smile.gif

A full rebuild now take me 30 mins to do & the map is only 40% finished, I don't want to imagine how long it will take when the map will be 100% completed !!! Yikes !!!!

I finish many areas but those are the ones that I really need to work on as you can see.

This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version This Image Was Automatically Resized by using the Screenshot Tag.  Click to view the full version

-- Edited by stevelois on Wednesday 27th of October 2010 01:31:56 AM



excellent! agree with barballs...gorgeous is the word

about the build time and the 40% only, i must say that this is scaring for sure....no idea what is the limit of the "editor/build time" but i remember that my maximum was 37 minutes for the more evolv....complex build of demeter island and after this LIMIT all what i have add to the map was giving me an editor crashing while rebuilding the map....to give a hope note demeter is probably the "worst" of my map (i havent follow any rule and all was build with no grid.....+ tremendous substractive map +meshes superstretched off the grid)...i honnestly pray for you to not reach any of thoses supposed limits on that one bro wink.gif

 



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THX Eric. TBH, I found it funny you found the pics georgeous because it will look better when I'll be done with it :)

I know that Bazzwanno maps could take 1 hour to do a complete rebuild & I hope I won't have any issues. 30 mins is damn long to wait & like demeter, this map as many BSP geometry. At least file size isn't to big (120 MB I think) which is a bit more than Fatima but as way more stuff in it ! THX for the encouragements / whishes bro :D

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Hey dudes, do you think the wall is nice like it is or could be improved (meshing / lighting, whatever) confuse I dunno, that is why I ask.

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Level Designer

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Looks good, I don't see anything that would look better if done differently.

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THX m8 :)

Will post that pic later on Epic, maybe others will comments..... ?

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Now that I think about it, maybe it could use some more colors? (lighting wise that is), maybe some red teamlights, I dunno :). Meshing looks top notch though!

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I think I'll add neons with red lights without been to redish (like orange). It's just that I found those spots to dark.

screenshotinw.jpg

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French cat under acid

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yep, you should try that, because this place look a bit monotonous in terme of lighting (white dominance imo).

anyway that room look's awesome made!

-- Edited by NOVA on Friday 5th of November 2010 05:30:23 PM

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stevelois wrote:

Hey dudes, do you think the wall is nice like it is or could be improved (meshing / lighting, whatever) confuse I dunno, that is why I ask.


Can I run around the map to see, then let you know? hmm

 



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Nope Odedge simply because other areas look like crap !

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Feedback-Master ..

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stevelois wrote:

Nope Odedge simply because other areas look like crap !




I will just ignore them.  I guess I am just getting "tired" of pictures of maps.  Plus, it's hard for me to really see all of the details.

A picture is worth a thousand words, while a playble map is worth a thousand pictures.

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Mmm, I like that phrase Jeff :)

I understand your pov but I'm not willing to upload to much version of my works.

Beside the play area & item placement is fine for me (flow & gameplay as been tested enough) so the pics are only concerning visuals.

This one will only have 1 beta like Nano & will be available for ± 1 full month before going final.

But I think I'll stop posting pics anyway, there not enough interest, even here on UOF.

PS: Sorry if I bother you in your thread about the GRD maps. I wanted to give thehitman a quick answer. TBH it piss me off to see someone who is on Epic every day not knowing that I waste my time to list stuff I don't even play for myself & do it only for a community who don't care.

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Unreal Old Friend

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The community is a fraction the size it was. Those who play do still care you can safely assume that for every one post there are 10 more how agree but don't. Just the way of the forums.

Sorry that you feel that way.

Maybe getting a group together to work on maps for a new game that is popular (Starcraft 2 perhaps, great potential for single and multiplayer content there) which we could all agree to help each other learn and create. Who knows something cool could come out of it.

All the Unreal interest these days is in the UDK projects. Until another UT comes out the community will be in sleep mode.

Sorry for the divergence but it seemed necessary. Some food for thought?

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Feedback-Master ..

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stevelois wrote:
Beside the play area & item placement is fine for me (flow & gameplay as been tested enough) so the pics are only concerning visuals.

For me, unless I can clearly see the part of the map that you are asking for feedback  (Fatima's gate), it's hard for me to see any depth/detail in pictures as they only present one point of view.

But I think I'll stop posting pics anyway, there not enough interest, even here on UOF.

It's not a case of not having enough interest as I stated before, but we all can suffer from over exposure.  Normally, I would only "check out" a map once/twice (beta testing) before seeing the final version.

Since we are seeing these maps "grow up" more than others, seeing them too much can effect us, especially when the changes are not as noticeable.

Don't take this the wrong way, it's just part of human nature.  That's the reason we have marketing.  That being said, we still want to see /know about the progress of the UOF maps.


PS: Sorry if I bother you in your thread about the GRD maps. I wanted to give thehitman a quick answer. TBH it piss me off to see someone who is on Epic every day not knowing that I waste my time to list stuff I don't even play for myself & do it only for a community who don't care.

hehe, no worries man, it was all in good fun (my latest comment).  I think that guy might be in his own worled, but what ever.  For what it's worth, I appreciate your list and since I am subsribed to your RSS feed, know when maps that I like to play are ready. smile



 



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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the pict looks good and agree that with the red neons it can be more "alive"

bout the rest i agree with ode and imo asking for a beta test is quite legitim...at least round here, not so hard to upload a prebeta or alpha version on our private account...the way of posting only picts is normal on public forums but dont fit to our small group of friends....
to my eyes it looks like a buisness strategy to show picts to attract interrest and than ...waiting...waiting the public release for the super surprise...lol that s good for our UOF mappack but not here between us

@steve :dont take it wrong i just talk with my heart here and i can understand ur position too;i think ode will agree with me: we just think that it s way far more easy to produce a quality comment from a beta test than from a picture

peace plz dont stop posting picts....keep giving us some food :p

-- Edited by Bl!tz on Saturday 6th of November 2010 04:46:45 PM

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French cat under acid

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yes and we still have interest to your work, thral & me have answer to you (check the preview replies), plus eric now, just be more patient when you look at an answer ;)

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@All

I know few m8 here as comments about the map. But sometimes, it's days after I post something. So it's not like I'm waiting for comments only few minutes after I post something.

This map is on the public threads, everyone can comments, here on Epic & on my homepage & the only persons that as comment are the private crew + Achernar & Barball which are new here.

I do appreciate your feedback greatly guy's but when you post pics that as been viewed by 100 persons & only 3 dudes comments on it it's just crap to me.

When I'll be done with the red side, I'll post A1 in our private account so you will be able to run the map before anyone else.

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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cool smile.gif

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Feedback-Master ..

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stevelois wrote:
I do appreciate your feedback greatly guy's but when you post pics that as been viewed by 100 persons & only 3 dudes comments on it it's just crap to me.


Blitz makes a good point.  I know you have the progress of the map on multiple sites and that you are showing the same pictures to all of them.  That being said, it's probably best to post info/pics less often than more.  This way you don't over expose your map.  "Keep them wanting more".

On the Epic forums, I may upload 1 Alpha version, 1 Beta (maybe 2), and maybe 1 RC.  But I usually don't post a beta until I am 99% done with the map.  I wouldn't post in public a version of the map that is half done because "players" may see the map as-is (default materisl, half-built areas, etc) as the quality of what I can do.

But here, we are all mappers (for the most part) and know it's a work in progress.  So if you want real feedback, upload the map and say "how do you like the link gun area".  I am not going to see the default materials in other areas and think "Stevelois sucks at mapping". biggrin

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French cat under acid

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jeff is right on that ;)

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UT3, UT2k4 & Swat4 final maps : check my portfolio - Some music by me, it's here



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I ear you Ode wink

Again, your right indeed smile


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Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.



Connoisseur of Bourbon!

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I for one are very much looking forward to ya next release of this! hungry.gif

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I like playing with stuff!



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I update the first post with up=to-date pics biggrin

For my archive (old 2010 pics) :

The front red building,

This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version

Inside the red at the right,

This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version

At the opposite of the right entrance,

This Image Was Automatically Resized by using the Screenshot Tag.   Click to view the full version



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Stevie's corner
A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.

All UT4 CTF custom mapsAll UT4 remakesUE4 links (guide, tut)UE4 resourcesSoftware tools & resources.

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