This is the ctf I started to work since friday since citius won't make it. A day map with a ruins theme again but this time with mostly the shademistress tropical static mesh pack. All columns, floor, trees will mostly come from that package. This is to show the red base only. It's veeeeeeeeeeeeeeery early but you can see the red side. The base will be separated by a huge waterfall, I kind of like the natural theme :)
Sorry blitz but the screenshot option isn't in the menu, or I'm blind lol so I resize them in 1280x900.
-- Edited by stevelois on Tuesday 16th of March 2010 07:47:12 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I already try that a long time ago & the pics are so small you don't see a thing. It's lot's of steps just to see some shots. It's to long bro..... or I'm to exhausted, I didn't sleep at all since Friday :(
Mapping addiction !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
I'm building the layout so it's to early to show more. Citius isn't canceled & I presume the pic you like is the one in the first post ???. No worry, I continue working on it when I get some inspiration (like today) :) What as been done is what I have post. I have nothing more to show atm.
The small CTF won't be name Aly after all because there is nothing really in common between them. I just start use some of the same materials but it's only a few.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Actually I was talking about this screenshot: http://img709.imageshack.us/img709/346/screenshot00001.jpg
As soon as you have a top down view (the basic map) set up I'd like to see it. I'm a lot better at giving crits on flow than aesthetics and it's hard to get a good idea of the flow without seeing a top down ;D
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Ha, that pic is the shock location. In a earlier post, you see a pic of the spot lighted & unlighted. It's the same but from a different angle.
I can't show pics of the layout because 50% is indoor & on unlit mode you can't figure out the layout & in lit mode, I only have the spot done you see in the pic.
-- Edited by stevelois on Monday 15th of February 2010 06:18:27 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Well, you see the layout in the earlier post where there is 2 pics. I show the paths in different colors in the indoor area (the shock area).
When I start a project, I must have some small ideas of the general layout but it always change in the dev process. I'm not able to draw something & after make it. I make the level while I work on it & add / cut this or that if I don't like the gameplay.
THX for showing interest dude ;)
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I just a made a vid. It's incredible, a 1.6 GB file is only 15 MB after mp4 compression, totally insane !
The vid as been crop to 800*512 so it look crap but it's only to show a general idea of the size / layout.
Note that the middle section where you'll see the shock isn't lighted since I didn't start to work on it. Only the shock spot is lighted & it's far from finish since there is no ambient lights.
Also, the blue flag placement is only for testing. In fact, the big platform will be the center point between the flags.
The layout looks like there's a very healthy serving of z-axis gameplay and I like the fact that you've got both indoor and outdoor areas and a good mix of open and tight internal areas. Map appears to have many paths to get to the flag bases as well which is good!
Good choice on having a large part of the map an outside area. I can tell the map will play quite interestingly in this area as it looks like you have a nice spread of paths comming out from the interior areas out into the open area. Anyone in that open area will have to keep their eyes open as enemies can come out from anywhere!
You're also keeping up standards on meshing as well! The meshing looks great so far and you have a good talent for mixing tech with rock formations! I will say though that on my 2 screens here that some of the interior areas were very dark in the vid. But what I could see is looking excellent! I can't wait to see how you do the interior areas on the red team side!
Last thing is that I like is that the map isn't a symetrical CTF map! I understand that symetrical CTF maps are more fair and they suit competition but I prefer the variety in non symetrical CTF maps and this is looking very interesting from the layout. Admittidly I think you'll get criticized from the community for this however I hope you keep it non symetrical! It keeps the map a lot more interesting!
Now just a couple of comments on the flipside of non symetrical maps.... Your biggest challenge on this map is to make sure it's balanced. From the vid only, it appears that the red flag may be easier to get to compared to the blue. The red flag appears to be out in the open, and easy to get to, whereas the blue seems to be harder to get to as it's buried deeper within the blue side of the map. I'm interested to see if you leave out jumpboots so players are forced to make their way around to cap the read flag? These impressions are from seeing the vid only and without actually playing the map and using the layout you've comeup with I can't be sure about the balance in difficulty on capp'n both flags. How do the bots fair on the map so far?
i like your "solid" bsp part; nice harmony between the brushes the contrast clear sky and sea/ dark structure work nicely i like the open layout it should allow some coll sniper & shock sessions as said mick it s always more challlenging to have assymetric bases but it give to the map more flavour and kill the repetitive aspect of the symetrie...if u succed to balance the difficulty it s a nice add imo cant give a lot of "wrong" comments from a video ;)
At times the vid looked a bit dark so its hard to tell everything that's going on, but from what i could see i like what you've done so far. The map has a nice feel to it, the right kind of atmosphere IMO, a good mix of indoor tech and outdoor realism.
I wish you would have taken a few seconds in the video to cut a path directly from flag to flag to give me an idea of the shortest possible route, (i'm more curious than anything) all the alternatives routes are great especially when they build off of a solid core path to battle between bases.
Good work.
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The blue flag as been put on the platform only for testing purpose. In fact, that platform will be the center of the map so you don't see anything on the blue side simply because, there isn't anything done yet.
In the middle of the map, you'll get the redeemer + belt & maybe a powerup, dunno yet
Also, the indoor part is very dark because there isn't any lighting at all (except the shock spot which I like a lot )
I must say that the map will be symmetrical because it's my first CTF. But the paths will be various & the more the risky path, the more you collect stuff (ammo, health).
You notice the flag base (BSP part) is wide open & the sniper on top of the flag as a big advantage, to counter balance that, I add the room with another sniper weapon base so the opposite team can kill the the camping sniper guy & as protection behind the crates.
When more lighting will be done I'll post a vid with different paths so you'll have an idea of the timing & things to collect on the way.
I'm happy you like the meshing & the look so far (even with that crappy vid), it's very challenging for me to mix humanoid + Liandri + rock assets together & make it look at least decent.
I'm conscious that the vid is very dark & that it's not advanced as I would like to but still you manage to found it 'ok'. Your a very nice bunch of dudes The greatest dudes of all my virtual life so far
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From what I can tell, it's shaping up very nicely. The shock room is look very good in both the lighting and meshing departments. I agree with others that having a mixture of indoor and outdoor areas will help mix the "feel" of the map in a good way.
My only concern is when it will be done, given the level of detail you seem to be adding to it.
Well, remember once you call me "mr. details", I didn't forget he he You know, I like maps with "a bit" of details LOL I figure it will be done in 2010... well, I hope !
But indeed, I think that having a mix of darker indoor with a brighter outdoor is rather a cool concept. I just hope I'll be able to make it look as good & play as great as I want Time will tell...
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
. I just hope I'll be able to make it look as good & play as great as I want Time will tell...
I am sure you will get what you want out of it. With the 3 maps you have created, plus their variants, I think you have the experience to make what you want come to "reality". The only limitation you have is custom content, but you seem to be able to do enough with the material editor.
I read this thread before your other CTF thread, so I thought this was going to be your map for the pack. Now that it isn't, time isn't that big of a problem.
Well, the rock material is a custom one but is subject to change in the dev. process. It may look like the stock Blackspires material because the lighting / meshing is far from finished there
BTW, I read the term "dig" very often. Just to be sure, it is a word that mean "like" or "love" or something alike
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
"dig 1 /dɪg/ Show Spelled [dig] Show IPA verb,dug or (Archaic) digged, dig·ging, noun –verb (used without object) 1. to break up, turn over, or remove earth, sand, etc., as with a shovel, spade, bulldozer, or claw; make an excavation."
"dig 1 /dɪg/ Show Spelled [dig] Show IPA verb,dug or (Archaic) digged, dig·ging, noun –verb (used without object) 1. to break up, turn over, or remove earth, sand, etc., as with a shovel, spade, bulldozer, or claw; make an excavation."
Dig can also mean that they like it
Grab a shovel and start digging!
That's the one ..
LMAO
Must be a California thing (me originally being from Cali) we used that term often. - But i've also heard other's use it on the forums & maybe it has rubbed off on me.
From the song "Good Vibrations" Beach boys -
"I'm digging her good vibrations, she's giving me excitations .. good good good, good vibrations"
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#uck the laser pointer .. I use a stinger mini-gun .......
I manage to make some progress since last friday. In fact I think I slept around 5 hours only each day lol Damn mapping addiction.
It's my first time with decals. Not to bad after all.
You can see "Level 1 Gen. A" which stand for Level 1 = ground level & Gen A for Generator 'A' :) Since machines don't fit with my theme, I just decide to use sounds which some sort of meshes arrangement to fake the industrial machine.
Lighting isn't finished there so there are some dark spots & I plan to add some water steam coming out from the walkway :D
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This pic is only to show a Shock room. The sniper as a lot of power in my layout since as soon you enter the red base, the sniper can see 90% of incoming danger so I decide to add a room with a sniper to give a chance to kill the camping sniper in the base.
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
It's the best I could obtain so far. It's not bad but I tried to make them look damaged (scratched & such) without success :( Looking on other materials I didn't figure out how to do yet.
I would like to add Citius in big characters & also UOF on computer screens, which I'm still waiting Seb help.
-- Edited by stevelois on Wednesday 31st of March 2010 07:08:48 AM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
If it interests you, you might want to check out GIMP. It's on open source "Photoshopish"program. It's what I use for any sort of graphics design, which is fairly simple right now. It does give you way more options than Paint though!
Yeah, I know about the soft. It's well popular, it's just that I'm to lazy to learn another thing & try to stick the basics tools. But THX for the suggestion ;)
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.