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Post Info TOPIC: CTF-Aquamonium [WIP]


Checkmate mate.

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CTF-Aquamonium [WIP]
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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

 

 



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Unreal Old Friend

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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

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Checkmate mate.

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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



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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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)

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...

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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



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Unreal Old Friend

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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! :)

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French cat under acid

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

www.youtube.com/watch

Keep it up ;)

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