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Post Info TOPIC: DM-Mégane


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Name: Mégane
Game type: DM / TDM
Version: 1.0
Players: 6 - 12
Requirements: UT3 + patch 2.1 + Titan Pack
Story / Histoire:

Following the deconstruction of an office building, the board of directors of Mégane city decided to sell the site. The city approved several private companies to build a underground housing project. Therefore, countless fights took place between the different companies. Following their endless quarrels, it was decided by the board to abandon the idea.

Suite à la déconstruction d’un édifice à bureau, le conseil d’administration de la ville de Mégane a décidé de vendre le site. La ville a donné son approbation à plusieurs entreprises privées de construire un projet domiciliaire souterrain. Hors, d’innombrables disputes ont eu lieu entre les différentes entreprises. Par conséquent, suite à leurs querelles interminables, il a été décidé par le conseil d’administration d’abandonner l’idée.

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Downloads:

Game-Maps, Mapraider, Mediafire

Installation:

Extract the archive into :

“My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not currently on your system, you can safely create it. The archive contains :

DM-Megane.ini
DM-Megane.txt
DM-Megane.ut3
DM-Megane_LOC_int.upk

Details:

For this theme, It’s the first time I use a combination of brick and techy meshes & materials. My inspiration come from stock maps but as always, I use my own style of mixing the assets to obtain a different look and atmosphere. I also want to obtain an UT99 feel to it. The blue and red colors are pretty much dominant in UT99. My goal is to obtain the classic look and feel by using colors and no saturation. The main color is yellowish and all areas use little spots of blue and/or red colors like in the old times. Expect contrast and darker lighting in many spots, like in real life.

The features:

- Many broken / rotating fans
- A custom emitter for the dark smoke
- A garage door that move up / down
- A huge hi-tech tower with 2 rotating sections
- A platform of crates that goes up
- A yellow vibrating machine
- 2 floating / moving barrels in the water
- Red flashing lights for some defective machinery
- Many custom made materials (made for all buildings outside the play area, all floors, etc) and 3 custom meshes
- Enhanced many stock materials by adding more details maps, tweaking specularity, etc
- The map as been optimized for TDM



-- Edited by stevelois on Saturday 2nd of June 2012 10:22:14 PM

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Connoisseur of Bourbon!

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Looks awsome M8!

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THX bro biggrinaww



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congratz mate, all the changes are for the best

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Good, THX m8 biggrin



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Connoisseur of Bourbon!

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I'm a bit late to the party but excellent job on this one M8!
Layout is tops while being matched with some superb visuals!
I think you've pulled off the modern 'run down' theme superbly! Everything fits together very nicely!

In particular I really like your lighting on this one as it's a lot more varied compared to your other maps. (you know me and my preference for lots of colours)

This is my favourite map by you so far M8! Good stuff! biggrin



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THX bro for posting back your appreciation of my level, I appreciate biggrin

Added Game-Maps + Mapraider links smile



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Unreal Old Friend

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Awww... Again too late to the party.

Thanks for this great map though! You can be proud of your work.

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It's never to late bud wink

THX for your kind words biggrin



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French cat under acid

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Hey cousin, I just find this one, your last baby?! looks very pro !

I have downloaded it, hope make a run on it soon and let you a feedback ;)



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Yep Seb, my first after UOF pack 3 biggrin

Give it a good run & let me know what you think my couzzzzin aww



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French cat under acid

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Damn, again I obtain a runtime error when I enter to your map in the game...
I have this trouble on a lot's of your maps, I don't know why...

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Very odd, dunno what to say m8, your the only one so far who report me that issue ?!? confuseconfuseconfuse

Shame ashamed



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I've tested your map, no issues! biggrin

Look: Very detailed, I'm sure, you've spended a bunch of time for this.

Playing: I played it with few bots and my >SledgeHammer< and had a lot of fun!

All in all... great work! Thanks! biggrin

 

 

 

PS: Sorry for my short review, but my English isn't really good enough for detailed explanations. 

 



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Hé hé, THX for the short review m8 smile

Long or short, reviews are always much appreciated m8 biggrin wink



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Haha, this map is pure pleasure! It looks great and it makes a hell load of fun to play! I do really like the industrial design, combined with strong colours and lights! Once again, you did a great job there and I'm looking forward to anything new by you! Search and destroy!!!:)

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Hé hé, THX for stopping by & for your kind comments m8 biggrin

I have few ideas in my head but not the time in real life. I Should be restarting mapping in September, now I enjoy the summer aww



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ahh summer of love!

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LOL

Ho yesssssssssss my couzin awwwinkbiggrin



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I was wondering if players would be interested in a Night Edition or a Winter Edition confuse

While I would do it, maybe redo all pickups confuse



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calculating Pi by hand

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I think a winter edition with frost and snow would look very nice.

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Yep, I agree with Malk on this!

Btw, nice new avatar, Steve!

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@Malk

I never made a Winter Edition & I think it would be a nice addtion to my mapping skills & my map diversity. I presume I must make a master material to add the snow / ice instructions so do you have a special hint or trick to share aww

@Sly.

Good, and do you have some pickup suggestion confuse

THX for the avatar compliment smile I've made it with Paint lol biggrin



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Steve I missed this - based the screens and description of features - astonishing work! - if you keep this up you might just have a career in game design yet old bud. (hey I know its a fun hobby for now, but if a publisher comes along and says 100K a year; then most of us would jump on it)

Sorry for the late response. - Great work bud.

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1xTrEmE wrote:

Steve I missed this - based the screens and description of features - astonishing work! - if you keep this up you might just have a career in game design yet old bud. (hey I know its a fun hobby for now, but if a publisher comes along and says 100K a year; then most of us would jump on it)

Sorry for the late response. - Great work bud.


Shame you missed it my friend, it's my best DM work so far !!!

Well bud, give it a run when you'll get the time biggrin

I'll redirect the publisher to you bud, you too build awesome levels wink



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stevelois wrote:
Shame you missed it my friend, it's my best DM work so far !!!

Well bud, give it a run when you'll get the time biggrin

I'll redirect the publisher to you bud, you too build awesome levels wink


 I know (so much to catch up on) - i'm just glad to be back now -  i've DL and its in the queue. wink

lol thank ya kindly bro appreciate that compliment.



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calculating Pi by hand

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stevelois wrote:

@Malk

I never made a Winter Edition & I think it would be a nice addtion to my mapping skills & my map diversity. I presume I must make a master material to add the snow / ice instructions so do you have a special hint or trick to share aww


 I can upload a screeny of a basic material that will automatically blend a snow texture on top of an object.



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stevelois wrote:

I was wondering if players would be interested in a Night Edition or a Winter Edition confuse

While I would do it, maybe redo all pickups confuse


 sure, it s a nice idea , i remember Ode s Tomak winter edition was a pure kickinzebutt !



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@Malk

Plz, show me the way my friend wink aww smile

@Bl!tz

So, you would like it too, good biggrin



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mAlkAv!An wrote:
stevelois wrote:

@Malk

I never made a Winter Edition & I think it would be a nice addtion to my mapping skills & my map diversity. I presume I must make a master material to add the snow / ice instructions so do you have a special hint or trick to share aww


 I can upload a screeny of a basic material that will automatically blend a snow texture on top of an object.


Any news about this material my friend aww



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Hey Steve, if you still have DM-UOF-Hibernate on your computer (uncooked or not) you can open it up and take a look at the material "IcyRocks3", I've added a reflection vector to make it look more like ice rather than snow. But if you delete the Reflection vector and it's connections (should be 7 boxes in total) it will be snow instead of ice.

To apply it to a different texture, simply change Diffuse texture samples for the rock texture to whatever you want and also change the Normal texture samples. Everything is connected to a Scaling Parameter that can be easily changed to fit your needs.

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THX for the imput. I'll check it out smile

I have lot's of material in Mégane & I'm aiming to make a master material with all the rest to be MIC.



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calculating Pi by hand

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Steve, this is just a very basic example, a complete master material will look much more advanced. But you get the idea, just lerp everything (diffuse, normal, specular, whatever) the same way.
For flat surfaces there is no real reason to use this setup, just blend it the usual way then, as Thrallala suggested.
For example, you get a nice effect by doing a heightmap based blending. Or scale down the base normalmap and then add it to the snow normal - this will make the base layer like shining trough, even if you only see the snow diffuse.

Somewhat similar to what I did show here: http://www.youtube.com/watch?v=c3uFFydcLuk

(notice how the snow is in the rills between the cobbles first)



-- Edited by mAlkAv!An on Thursday 22nd of November 2012 09:57:13 PM

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calculating Pi by hand

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stevelois wrote:
mAlkAv!An wrote:
stevelois wrote:

@Malk

I never made a Winter Edition & I think it would be a nice addtion to my mapping skills & my map diversity. I presume I must make a master material to add the snow / ice instructions so do you have a special hint or trick to share aww


 I can upload a screeny of a basic material that will automatically blend a snow texture on top of an object.


Any news about this material my friend aww


 

Here's a screenshot:

 

Just play around with scale and contrast parameters. You don't need a noise texture but it can greatly improve the look at areas of transition between base and snow texture.

snowmat02bqroh.png

 

This is what it looks like with one of the stock rocks.

snowmat01etosj.jpg

 

As mentioned it will always blend on the upwards facing parts of a mesh - so if you rotate that rock by 180°, snow sill be on the opposite side.



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Wow, really nice effect biggrin

But for flat BSP, it is the same node setup confuse

What about specularity / specularity power, the function isn't used in your material setup confuse



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If you put it on Flat BSP (horizontal) it will be only snow, if you want to mix the snow with another texture for flat surfaces, you can blend em together with an alpha mask.

I've also done this in UOF-Hibernate, used for the wood material and all stone materials. You can change values to make the snow more visible or less.

My snow rock materials work exactly like Malkav!an showed

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Finally got to play the map and I must say, it's pretty damn awesome.

Game play is solid. The items, weapons, and such seem very spaced out. There were a few little areas I wouldn't have noticed with out the bots help.

The visuals are great as per usual with your maps. There does seem to be a lot of custom stuff, even though it does have that familiar feel to it (mainly the brick assets). The best area to appreciate visually is the center courtyard area, especially looking up... very nice.

I also like all of the small details you put into your maps. The "lift" signs, that lift taking up the boxes. The recessed areas with water in it (I guess to cool off stuff???).

Anyways, it would have been nice to see the development, but ultimate it's nice to play it.

Excellent work.

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Odedge wrote:

Finally got to play the map and I must say, it's pretty damn awesome.

Ha, finally, you had the time to play it ! At last smile

Game play is solid. The items, weapons, and such seem very spaced out. There were a few little areas I wouldn't have noticed with out the bots help.

Well all pickups placement as been carefully thought so each area is well exploited biggrin

The visuals are great as per usual with your maps. There does seem to be a lot of custom stuff, even though it does have that familiar feel to it (mainly the brick assets). The best area to appreciate visually is the center courtyard area, especially looking up... very nice.

I also like all of the small details you put into your maps. The "lift" signs, that lift taking up the boxes. The recessed areas with water in it (I guess to cool off stuff???).

THX biggrin Indeed, I spend lot's of time "dressing" the map with non accessible areas simply because I like a tad of deco in my maps LOL. You know me anyway wink

Anyways, it would have been nice to see the development, but ultimate it's nice to play it.

I've made a WIP thread on epic at the time, it was cool to show of the dev process.

Excellent work.

THX buddy, happy you like it biggrin




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OK let me try this again .. last night the power kicked on me while I was posting in this thread.


While visually the map is quit nice; these industrial type of maps and assets can sometimes have a 'dirty' or 'grungy' look to them yet somehow you've managed to keep it clean & give it more of a pure look - it all makes sense & it everything fits appropriately -  excellent work there dude! I also like what you've done with customizing materials and your choices on non-stock textures. Your style actually reminds my of my own in some ways, not necessarily as much on the material side but more on the 3D side / depth: recessed areas, below the floors, in the walls, inaccessible areas, and places that just look cool even if players can't get to them, I try to do a lot of this in my maps so I really pay attention to stuff like this and love to see other mappers ad these touches, well done with theses effects!

The animated lift with the barrels is also really slick IMO you brought the map to life with this cool unique effect. I'm also really into animated / dynamic things in maps because they help to create a rich vibrant atmosphere, almost like a living world. wink

The scale, layout and pickups all flow well and the map is a blast! I liked bombing the bots with the Alt-Flak as they stood on the upper platforms across from me, it seems like they like to spend time up there with me. You're music choice fits the map, but did I hear subtle kill stingers? or was I hearing things.

Impressive work Steve!

<how long did this one take ya?>



-- Edited by 1xTrEmE on Tuesday 11th of December 2012 08:12:14 AM

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THX for the nice review bro & taking the time to redo your post biggrin

The fun part of this map was to animate stuff. While the animation is pretty straightforward, I like to add dynamic stuff in my maps. It took me a considerable amount of time to animate that in kismet.

The map took me about ±5 months to complete (from memory). 2 weeks on the layout & pickup placement & the last months on sounds & visuals. I like to add unaccessible areas only to add some deco. I was inspired by stocks maps since they have a lot of unaccessible spots which only serve to add some dept & I always enjoyed this. I thought that I could do the same with this map & it worked quite well smile I also spend a good amount of time on custom materials & BSP to make the surrounding building unique instead of using the crappy stock city meshes.

I think this is my best map to date in all regards & I'm happy everyone like it aww

THX again bro wink



-- Edited by stevelois on Tuesday 11th of December 2012 03:52:55 PM

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Unreal Old Friend

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Looks like a cool map! I'm gonna have to try it when I get a new video card soon. Nice work!

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Unreal Old Friend

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woohoo, tight factory fragging, watch out for those bumper posts, nice textures/meshes and music choice, good bots and great flow; lots of places to run, hide, come back, turn around, etc.; not a big fan of that one slow lift though. Good lighting and also liked the fans, steam, garage, wild central floor, and surrounding cityscape with black smoke. I also tried the CTF-GRD version.

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