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.
“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 :
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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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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!
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!!!:)
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
@Sly.
Good, and do you have some pickup suggestion
THX for the avatar compliment I've made it with Paint lol
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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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#uck the laser pointer .. I use a stinger mini-gun .......
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
I'll redirect the publisher to you bud, you too build awesome levels
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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
I can upload a screeny of a basic material that will automatically blend a snow texture on top of an object.
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
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
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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.
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.
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
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
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.
This is what it looks like with one of the stock rocks.
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.
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
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.
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
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
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 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
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
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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.
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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#uck the laser pointer .. I use a stinger mini-gun .......
THX for the nice review bro & taking the time to redo your post
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 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
THX again bro
-- Edited by stevelois on Tuesday 11th of December 2012 03:52:55 PM
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
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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