Members Login
Username 
 
Password 
    Remember Me  
Post Info TOPIC: CTF-Aquamonium [WIP]


Checkmate mate.

Status: Offline
Posts: 1022
Date:
CTF-Aquamonium [WIP]
Permalink  
 


Hey everyone, so I recently started on a larger underwater CTF map in Low Poly style.
For this map, I had the idea to build a large underwater facility in a somewhat darker scene in terms of lightning, PP, and textures, build upon a large Coral Reef.
Creating an unique sense of darker lightning along side some tight textures, complex geometry, and bright and beautiful colored Coral such as strong purple ones as you might already notice in my scene atm.

For this Coral Reef, I'm searching hard and tough to find some Coral Reef plant meshes. So far I have some pre-textures of some Coral to play around with the Terrain.

I'm in the process of texturing and lightning all but a few rooms to play around with the theme.

Here are some screenshots plus description. I have left out both the left side of this base, and the actual middle section.
The scene is still kind of empty, but to give a good idea.

Don't mind the checkerboard texes please. I like chess.... biggrinbiggrin



Flag stand. On the back is a small slope leading to a future elevator leading up to the second floor.

ScreenShot00000-1.png

 

Flag room at a different angle. A major point of this map will a high use of windows to see into other rooms and floors, cutting out some big feelings of the floorplan and speeding up gameplay to hunt, and kill flag carriers etc. :)

Both sides of this flag room will be a set of dynamic doors, ofcoursing it will trigger for opening and closing by a trigger volume at both sides of the doors.

ScreenShot00001-1.png

Leading towards the middle side of this base.

ScreenShot00002.png

Middle section of this base. There is also a second floor with a similiar middle section.

ScreenShot00003.png

Right sideroom looking from the flag. Left path leading up, and the right path directly down through to the middle section

ScreenShot00004.png

Right side room lower path leading towards the middle section. Again, alot of use of windows to keep an eye on your opponents.

ScreenShot00005.png

Upstairs from the flagroom.

ScreenShot00007.png

 

 



__________________


My Leveldesign Portfolio
Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



Unreal Old Friend

Status: Offline
Posts: 1022
Date:
Permalink  
 

Sweet! This looks like it might bear a lot of potential. The last screenshot is especially interesting. Overall, quite oldschool in looks (with those slope windows), I like that. It could definitely serve as a nice light source with plays of light and shadow. ;)

Curious about updates! :D

__________________


Checkmate mate.

Status: Offline
Posts: 1022
Date:
Permalink  
 

Sly. wrote:

Sweet! This looks like it might bear a lot of potential. The last screenshot is especially interesting. Overall, quite oldschool in looks (with those slope windows), I like that. It could definitely serve as a nice light source with plays of light and shadow. ;)

Curious about updates! :D


 

Thx smile

Yeah I'm still figuring out what to do with the lightning in most places. I think there will be less shadowing going on in this map, since deep underwater pointlights break much easier in strength.confuse Thanks for the kind words bro!aww



__________________


My Leveldesign Portfolio
Map Packs for Unreal Tournament 3

Internal Coördination of the UOF4 Low Poly Map Pack



...ǝp¡s ɹǝɥʇo ǝɥʇ uo

Status: Offline
Posts: 4290
Date:
Permalink  
 

the layout is interresting, it looks promising so far...(i must tell i m a lil lost with some picts, untextured walls like to play with my old eyes :D)

__________________


AMD RYZEN 7 1800x@ 4.0ghz-MSI X370 PRO CARBON-MSI RTX2070SuperGamingX Trio-Corsair Vengeance DDR4 16GB-SAMSUNG 850Evo-LOGITECH G19-MSI DS300 & HX1200i-COOLERMASTER HAF Stacker915R/935/915F-Custom Loop



...

Status: Offline
Posts: 4235
Date:
Permalink  
 

Geometry is interesting little bro biggrin

Underwater maps are rare, so it's really a good theme to use (I always wanted to do one myself) and a different challenge too aww+

For what is done, it's a good start little bro, keep it up smile



__________________

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



Unreal Old Friend

Status: Offline
Posts: 71
Date:
Permalink  
 

Now that's something I'll be definitely looking forward to! I mean, Capture The Flag, underwater map idea and looks good so far. Sign me up, I'm in! Bring it on! Nevertheless, keep up the good work! Having new and lovely maps in UT3, booyahka, I love it! :)

__________________

Game over, man! Game over!

 



French cat under acid

Status: Offline
Posts: 1614
Date:
Permalink  
 

eheh, It's remember me CTF-Aquatica from Sjosz, maybe you could find inspiration on it :

www.youtube.com/watch

Keep it up ;)

__________________

Specs: Intel i7 7700 - Msi X3 - MSI GTX 970 - 16Go

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

Page 1 of 1  sorted by
 
Quick Reply

Please log in to post quick replies.



Create your own FREE Forum
Report Abuse
Powered by ActiveBoard