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#1 (permalink) | |
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New Member
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WAR-Iscariot - UT3 Warfare map - Make Something Unreal Contest
WAR-Iscariot Iskariotes
![]() Info: A rather risky project that I put up in just 3 weeks to participate in the MSUC contest. It is inspired by the Command and Conquer Renegade map, volcano. I hope you like it Compatibility: Unreal Tournament 3 v2.0/Black - Titan Pack Description A small, tight packed warfare map set on a volcano sort of thing, that happens to be an old and abandoned mine station that now serves as a perfect but hazardous warfare battefield, because it has lava and nodes and stuff Comments: I Couldn't have put it better myself Quote:
![]() ![]() ![]() ![]() ![]() ![]() ![]() Credits Special thanks to Scott 'Cr4zyB4st4rd' Coxhead <3, CptSnarf, family, EPIC Games, Planet X, Thursday Group and Self Download 67.7MB FilePlanet FTP More mirrors will be added in the future (Hopefully) Comments are welcome, specially those related with environmental stuff and art, cause that's my weakest spot at the moment, and I just do what I feel is right. Thanks in advance Last edited by Ignotium; 16-05-2009 at 12:51 PM. |
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#2 (permalink) |
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Forum Leader
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Yay, we need more warfare maps
![]() Installed it and it seems to be a pretty good map. But there are some small things I would change. You used those sunray thingys as light coming out of those windows near the cores but it looks quite cheap if you look from the side on them, you can easily see where they start and end and the upper ones arent placed that well. Its also not very bright in there so Im not sure if these are a good idea. That blur from the heat of that lava doesnt work properly sometimes, you can see it from some positions and cant from other ones, not sure whats going on there^^ There seems to be something wrong with those vehicle tracks, they disappear sometimes atleast the borders of those textures or planes, not sure how that works there. There is also quite alot of grass on that tracks, Im sure you couldnt find it there in RL. ![]() Im sure you can improve some other things here and there but these are some points I have noticed, maybe it helps you to get it done. |
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#3 (permalink) |
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Industry Artist
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Overall great looking level, one hell of an achievement! Some stuff I saw that I wanted to mention:
In this screen the ceiling would look better if it was a different material than the floor, also texture alignment on top of support structures should be logical, and not all facing the same direction as what you have (red lines). Also on the floor alignment they seem to be pointing in two different directions (green lines): ![]() Here I think the support structures would add more to the scene if they had an alpha channel on the triangles to bring out the woven metal structure more. It will also open up and show more of the environment behind it (red parts). Something that didn't make sense to me is by the looks of it you have icicles hanging in an underground cave filled with lave (green parts), which doesn't seem to work well. You should model a thin rock formation and on top of it model flowing lava as if it is dripping down along side the rocks (coming from above). With a moving material and some glow on it it would look pretty sweet. That is of course if you want something there instead of the icicles ![]() ![]() |
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#4 (permalink) |
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New Member
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I'm pretty sure that it's not icicles, but instead some kind of cave/mountain crystals.
could be something like this? it's from the Cave of Crystals in Mexico: ![]() but if it's supposed to be icicles, then you're totally right WesleyTrack.. I wouldn't want to be a icicle in a lavahell like this Either way, Ignotium it's a sweeta** map, and impressive work for a 3 week period..! nicely done! |
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#6 (permalink) | |
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New Member
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Quote:
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