We at Unreal Old Friends all came together due to a love of modding for Unreal Tournament 3! To this day we're still supporting Unreal Tournament 3, putting our artistic talents to good use!
Here's a teaser thread at what to expect from us, for UT3, in 2013!
More updates on this thread comming soon!
-- Edited by Lord_PorkSword on Sunday 20th of January 2013 04:16:54 AM
* A long time ago symphonyhell and i spoke about these type of maps and a map pack, not sure if he took all my advice but i do know i was left out of the loop on the pack as liek all other stuff..
- Anyway; im making changes to all the content i have made, as well as other much needed stuff. - vctf-accursed is now getting worked on aswel as the GOW Environment packs and probably the Evil map pack since that uses teh same mesh that is all not uv mapped
- Accursed was always a big one as its a map + a developer pack; currently its at 766mb - - as always; if anythign is wanted - just ask, i have had alot of requests from teh forums recently so now is the best time - P.S. i also have code made that will work for the Unreal remake [save / load and the game code etc]
The OP says "Comming soon", - sorry if i have posted in a place i am not allowed, however; There is absolutely No indication of this thread pertaining solely to any map pack,. Also, the thread title is not only unrelated to the apparent topic, it is also the wrong spelling.
- i would suggest that you change the title to indicate this, but then again, seems i the only person not allowed to post here.... no surprise really
.....+.+....to much hours driving trucks eat my brain....but yeah....:ROFL!! ...so...sorry dark m8s ( double lol here... i was referring to darksonny who posted some lines behind..)...
please TKBS...explain us what s the idea/subject/problem
@Steve:lol...yeah this thread is EPIC....i ll try to drive a full truck of pills to our headquarters... @Seb:no break @ horizon before september bro....sadly ...i need now to add a fraqn update to be "allowed" to finish my trucker carrier (FIMO: costs a lot of money n time....but np it s normal to spend time and money when u begin a job....seriously, we walk on the head!!)
@TKBS:hey bro, is still symphonyhell mapping? not heared or read from him since ages...
@Seb:no break [...] but np it s normal to spend time and money when u begin a job....seriously, we walk on the head!!)
Yeah I know that, when I have started my new job 2 years ago, I have spend a lot of money to go to it... the governement say, you want to work?, go more far from your house, I say, yep, but they rise the gas price in the same time, ahah, f*** you b*tch... but hey man, it's the deal now...
Since I leave in the same place I work, damn what a keep of money, I'm feeling like a rich guy now ahah !
.....+.+....to much hours driving trucks eat my brain....but yeah....:ROFL!! ...so...sorry dark m8s ( double lol here... i was referring to darksonny who posted some lines behind..)...
please TKBS...explain us what s the idea/subject/problem
....omfg!
No excuses Bl!tz! I'm the oldest guy here and even I was WTF'ing!
Looks like i totally de-railed this thread- sorry guys -- also @maul-- are you sure you are the oldest? -- hopefully you say yes and i don't feel so old anymore
Looks like i totally de-railed this thread- sorry guys -- also @maul-- are you sure you are the oldest? -- hopefully you say yes and i don't feel so old anymore
Damn I hope you've got me beat but I doubt it... drum roll.... 49... ouch there I said it again (and again here: intro)
- @ LPS the orange and yellow blending [smoke + fire] is very nice in the first image you post LPS, but i would like to see 3 different shades of black to grey{- maybe even 4 } + add distortion
- use a mask or alpha with varying shades of black [top]- black to / dark grey
Middle - / grey/
- bottom grey to white etc - this will just add a really nice transition if put into the mask
Spoiler
- 1 Question i would like an answer.
- Why do you members still focus on BSP so much?- Static mesh - both casts and recieves shadows with higher contrast and better results.
- something else i want to see you members do for your maps is PLEASE - DO NOT USE the standard Pickup lights; just right click them and change them FFS
- example
* @LPS first image that pickup light destroys the entire map/ lighting + atmosphere
* @ NOVA - in your image the health pickup Blloom effects [due to high contrast]- again- completely destroys the otherwise [im sure] good work on lighting.
- P.S. still suckz ass you guys left me out of this [Boohoo- cries in corner LOL :) ], hopefully my work on the new map will raise some awareness. Or at least for once someone will take my knowledge to improve their work... one can only offer assistance, its up to others to take that advice or not.
- as for my Map progress - if anyone cares; its almost 100% mesh map now a really big acheivement for me even with simple mesh since i hate 3ds max- despite its painfull similarity to the Unreal Editor and have had a really really really **** 2 months:)
keep up the progress UOF'ers
^^ [U OLD F*Kers LOOOL - is that us?]
-- Edited by TKBS on Friday 12th of April 2013 11:32:17 AM
-- Edited by TKBS on Friday 5th of March 2021 11:31:51 AM
Simple ; some like the good old fashion map like HOLP, some like very detailed map (like me) & some like a good balance between BSP / meshes like in UT200x. Except if your making your own meshes, the stock assets are limited, redundant, boring to work with. Working with CSG is outdated indeed but your not limited by the 6 years old stock assets. Making a BSP base map is also more challenging when it come to "adding details", this is a good challenge for yourself
- Static mesh - both casts and receives shadows with higher contrast and better results.
Indeed, if your mesh have a proper UV layout it will look good. Otherwise, it doesn't look any better. The fact that it cast shadows is good but it depend if it is needed in your map, many times, it is not required anyway. It's also a pain with heavy meshed maps (few thousands meshes) like my maps when it come to collisions, blocking volume & culling. You don't have those annoying aspects working with BSP
- something else i want to see you members do for your maps is PLEASE - DO NOT USE the standard Pickup lights; just right click them and change them FFS.
I understand that but it's a question of taste in this case. Personally, most of the time, I do like the fact there is a pickup light
- P.S. still suckz ass you guys left me out of this [Boohoo- cries in corner LOL :) ], hopefully my work on the new map will raise some awareness. Or at least for once someone will take my knowledge to improve their work... one can only offer assistance, its up to others to take that advice or not.
Heu... I don't think no one here left you out at all. All forums are almost empty, that's a sad fact Most of the UOF guy's are busy in RL. There is nothing personal m8. Speaking for me, I don't have the time to map for myself since I release CTF-Mako. I barely had the time to provide feedback for the CBP3 vol 5 private testing & almost "0" feedback to my UOF mates private projects Like us, we know that you have good knowledge of the editor & we don't look at you as a noob or from above.
^^ [U OLD F*Kers LOOOL - is that us?]
LOL
...
__________________
Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
Lol, there is no fact based upon your argument saying "You members still focus on BSP". These are just sneak peaks. Since most UOF'ers from here are used to heavy SM mapping. Only one that has alot of BSP maps around here is Nova, and Steve has released two recently. My work consists out of BSP mapping only. I have never mapped a map with SM, since I dont like the stock SM's with the style I'm always aiming for.
- Static mesh - both casts and recieves shadows with higher contrast and better results.
Just my opinion, I see it completly different for multiple reasons:
- If I wanted a truely amazing creation I would have tried to make something amazing in UDK.
- Most people forget that the gameplay itself is the most important aspect of leveling. Higher contrast shadowing is just an example of detailing. That is probably the reason why the HOLP franchise was so popular. These were are professional level designers cracking their brains focussing on Gameplay, but nobody really complained about detailing. Especially when you focus upon UT3 in 2013, Nobody really cares anymore about high detailed maps, Sadly. Since the community dropped to about a very small and select amount of players which actually play this game because of the "gameplay" lol. Wasn't this the case about a year ago already? :P
- something else i want to see you members do for your maps is PLEASE - DO NOT USE the standard Pickup lights; just right click them and change them FFS - example * @LPS first image that pickup light destroys the entire map/ lighting + atmosphere * @ NOVA - in your image the health pickup Blloom effects [due to high contrast]- again- completely destroys the otherwise [im sure] good work on lighting.
Lol, another example of pure detailing. Nobody from the community really cares anymore about Pickup Lights or would even notice? LOL If somebody other then you cares about this aspect, please raise your hand and I will subject to your holiness for detailing lol.
- P.S. still suckz ass you guys left me out of this [Boohoo- cries in corner LOL :) ], hopefully my work on the new map will raise some awareness. Or at least for once someone will take my knowledge to improve their work... one can only offer assistance, its up to others to take that advice or not.
Lol? We never left you out of anything I presume. How can we leave you out of something if we didnt even knew you wanted to join anything?! You should have approached one of these old Farts on here if you wanted to join.. Since there were no Job applications available (LOL), I actually approached this team of amazing people (which they are) myself to question if I could join in somehow upcoming work, and to show them that I could somehow blend in with my upcoming maps. And they gladly gave me the chance to join.
- Your advice always looks detailed and most mappers could make good use of your extended knowledge. I'm just doubting if you are being realistic about bringing up points regarding things like "Pointlights destroy the overall lightning" for UT3 mapping in 2013. - As well as raising these points in the "Sneak Peak" thread isn't that smart move by telling these points. I suggest raising a new thread for any points you have, and leave pictures posted in this thread valued, since other people also come here.
No hard feelings, I'm just speaking logical arguments.
- as for my Map progress - if anyone cares; its almost 100% mesh map now a really big acheivement for me even with simple mesh since i hate 3ds max- despite its painfull similarity to the Unreal Editor and have had a really really really **** 2 months:)
Like I said before, raise a new thread for your work if you want to show something
keep up the progress UOF'ers
^^ [U OLD F*Kers LOOOL - is that us?]
It ain't me, I'm a youngster LOL.
-- Edited by TKBS on Friday 12th of April 2013 11:32:17 AM
Looks cool, can you make a parameter to change the mask- it looks great but ever so slightly repetitive on the black/ grey patches- and i am just being picky here... really picky coz it looks vnice
- i don't like gravity maps- is this gravitsed? ^^ is that a word lol? - Shooting stars please :) - either custom or the stock snow emitter slightly tweaked is fine :)
-p.s. Stevelois have you got some new pipe mesh?- because the ut mesh sux and the Mirror's edge mesh just does not suit the effect i want, i would appreciate a link.
- also i have not see you post in a while- how you doing?
Looks cool, can you make a parameter to change the mask- it looks great but ever so slightly repetitive on the black/ grey patches- and i am just being picky here... really picky coz it looks vnice
THX There is no mask m8, or I don't understand you well It is intended to look that way color wise because I'm rather limited in texture choice & also I want the look to be techy / clean so I need to avoid to much colors with materials & push more on lighting instead.
- i don't like gravity maps- is this gravitsed? ^^ is that a word lol?
LOL, normal gravity. It does sound odd but, funny
- Shooting stars please :) - either custom or the stock snow emitter slightly tweaked is fine :)
Would be cool indeed but I have any idea how to make that. In fact, I wanted to add that feature in Amyrade
-p.s. Stevelois have you got some new pipe mesh?- because the ut mesh sux and the Mirror's edge mesh just does not suit the effect i want, i would appreciate a link.
Nothing new in regard of meshes in there. It's all about materials as CTF-Mako which took me an enormous amount of time to obtain that look
- also i have not see you post in a while- how you doing?
Goign well & RL keep me really busy m8, THX for asking & I hope your fine too !
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Stevie's corner A blog dedicated to UE4, UDK, UT99 / 2004 / III / 4.
i keep seeing these cubes and thinking about what i am currently working on [fixing old content for release] i could probably benefit from another cube mapper.
- let me know if your interested DarK -
- never said this before- but the name doesn't suit the map, and poke out the red/ white strips by an 8unit :)
- this map makes me really want to see around the corner - really interesting
i keep seeing these cubes and thinking about what i am currently working on [fixing old content for release] i could probably benefit from another cube mapper.
- let me know if your interested DarK -
Lol, my previous picture is a picture from a Quake3 remake map.. so.. I wouldn't define me a cube mapper lol.
But anyway, show me what ya got.
- never said this before- but the name doesn't suit the map, and poke out the red/ white strips by an 8unit :)
Lol, this isn't really an argument.. since you were not involved in either betatesting, nor have you only seen one picture.. so what would make a proper argument to say the mapname doesnt fit? There is lots of Z-axis movement in this map, so the name Rising would fit its purpose...
- this map makes me really want to see around the corner - really interesting