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Old 02-22-2008, 03:26 PM   3 links from elsewhere to this Post. Click to view. #1 (permalink)
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DM-Temple Unreal Tournment 3

I am more or less done with this map so I thought I would post it here. The lighting could probably be better and I can see one or two things that could be better but I am happy with it and have since moved on to my next map. Let me know what you think.











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Last edited by sarge mat; 02-22-2008 at 03:30 PM.
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Old 02-22-2008, 04:10 PM   #2 (permalink)
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very cool. I think you're right about the lighting though, feel it could be more dynamic in places but overall very cool. Makes me wanna get into level design :P

cheers,

chris
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Old 02-23-2008, 02:28 AM   #3 (permalink)
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Hi man.

Overall it looks pretty much ok. Lighting as you said yourself i a bit of a letdown. imho you set your ambient lighting to bright. Places that aren't supposed to be lit are lit "very" much, which gives a very flat feel to it.

But on to the next one...
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Old 02-23-2008, 05:12 AM   #4 (permalink)
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the general shapes look good to me. the texturing looks fine and consistant. as you well know, there is no dynamism to the lighting. yea, for multiplayer its best to pull back from super shadowy stuff (or so i am told. i dont play multiplayer games) but this is a little too flat, even for multiplayer. but, you have shown how much you have come on since your UT2004 forest. its great to see.
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Old 02-23-2008, 06:58 AM   #5 (permalink)
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Thanks

Quote:
Originally Posted by irishlostboy View Post
but, you have shown how much you have come on since your UT2004 forest. its great to see.
Looking back that was a bad map lol
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Old 02-23-2008, 04:11 PM   #6 (permalink)
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Its a good map, but Doylle is right. I dont see any lighting, it looks as though the textures are self illuminating. You should some have heavy dark shadows in some places. Contrast lighting also makes for very good drama too.
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Old 02-23-2008, 04:43 PM   #7 (permalink)
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thanks.
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Old 03-06-2008, 05:08 PM   #8 (permalink)
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I haven't had a ton of time yet to dig into UE3, but I know in UE2 they have a zone info actor that has an ambient brightness attribute. It looks like, if they have a setting like that and I'm sure they do (perhaps a different name), it's turned up so none of your local lights are really getting their time to shine (no pun intended).

Looking good. I'll be posting some stuff over the next few months. I'm going to be focusing on material shaders and some original level design (with self-made textures and self-made static meshes).

Keep up the good work!
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Old 03-18-2008, 03:58 PM   #9 (permalink)
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Just saw this now. Thanks for the feedback. I am hard at work on my next Map Subway.
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Old 08-02-2008, 06:27 PM   #10 (permalink)
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holy shit, you made that? that really kick ass. its really detail. feels like tomb raider or indiana jones and shit. how long it took you to made this ??
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