Screenshots

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papercoffee
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Re: Screenshots

Post by papercoffee »

FNB ...this is an old map really? Image


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Re: Screenshots

Post by FraGnBraG »

papercoffee wrote:FNB ...this is an old map really? Image


.... well at least I can draw comics (btw. new pages CLICK on the Katran banner)
http://www.unrealplayground.com/forums/ ... bigandugly

Well, you can check out this thread at UP if you like - you can see screenshots of the original 2001-era map in all it's ugliness... iirc, these screenshots were taken prior to the second round of brushing that occurred in fall 2003 (which resulted in more or less the configuration BNU is now, except for the jumpad platforms - I added those recently) I guess I put BigAndUgly down because I wanted to develop the CTF-SpacePods map, which was started by then, and imo was far more complexed and a much cooler map idea... :) Like some other maps, okay a lot of them - I've been fixing the BOTs and in adding xpickups into these "old" maps and suddenly these things have interesting gameplay
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Re: Screenshots

Post by FraGnBraG »

Metalfist wrote:hm might be a nice SLV map if it doesn't lag too much and has enough weapon placement :)
there's curretly 2 redeemers in the upper outer bases - these are fun to fly because there's lots of airspace - as a weapon the deemers are not that effective since players can easily outrun the missile when they have DSpeed. Placements can be changed as well - i find having a beta always helps to the get guns n stuff where they need to be... Good news - there's NO lag in this map at all, at least not on my system. There are some *bugs* still in there - yes - but no lagging :)
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Re: Screenshots

Post by FraGnBraG »

editor Dave wrote: ... room in picture 4 of your second post is too empty in my opinion.
... that's definitely a spot where deco can be added in - there's a few areas like that - I wouldn't want to put in too much though, and FC is only ever in these rooms for about 2 seconds, lol :)
editor Dave wrote: Additionally, I think there are too many white streaks on the windows. So either you increase the size of the window texture or you replace the current one by one with less (noticable) streaks.
weird, i never noticed that until you mentioned - of course teh rooms are much darker than the screenshots because I raised the gamma so you can see better - that's gotta be fixed for sure - thx :)
editor Dave wrote:Oh, and :thuup: for using the UT3099-pack!
well thanks for the tu but I'm not using that pack - these textures are all from prior maps I've made - however, I'd love some new textures - especially new tech and industrial sets - where can I get the pack?
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Re: Screenshots

Post by Creavion »

FraGnBraG wrote:
editor Dave wrote:Oh, and :thuup: for using the UT3099-pack!
well thanks for the tu but I'm not using that pack - these textures are all from prior maps I've made - however, I'd love some new textures - especially new tech and industrial sets - where can I get the pack?
He means the pickup charger - the speed pickup, the ut2004 health charger etc. The "xpickups.u" file.
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Re: Screenshots

Post by FraGnBraG »

Creavion wrote:
FraGnBraG wrote:
editor Dave wrote:Oh, and :thuup: for using the UT3099-pack!
well thanks for the tu but I'm not using that pack - these textures are all from prior maps I've made - however, I'd love some new textures - especially new tech and industrial sets - where can I get the pack?
He means the pickup charger - the speed pickup, the ut2004 health charger etc. The "xpickups.u" file.
doh, okay, well - thanks for the tu :)
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Re: Screenshots

Post by FraGnBraG »

okay, I've got "too many ideas" in my head concerning this "Big-And-Ugly" thing right now, so I'm putting it down for now so I can work on another map... This one is a completely different theme/gametype and that will be good for clearing out my "tech texture meltdown" :) Nick just installed the full ut2004 so I'll spend some time looking for newer texture sets/ideas then get back to BNU in about a month...

In the mean time, I've been busy the last few days "cleaning up" the Assault version of this crazy old map (see pic) and it's going quite well - 3000 brush map seems stable right now, so I just have to finish implimenting the last two (of 5 total) objectives and then come up with an end sequence and this baby is BETA-ready... There will still be lots to do after that, like sound and a bit of environment detailing and I'll have to do MyLeveling of the external texture packs I've used.
TOD_Shot0058.jpg
TOD_Shot0060.jpg
Also, I have another 4 or 5 maps I really have to get going on so I might ask another mapper or two to help with finishing details on this one (I can think of some folks where this type of theme is "right up their alley") so I'm sure the end-result would look awesome :)
TOD_Shot0054.jpg
TOD_Shot0050.jpg
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Re: Screenshots

Post by editor Dave »

Wow, it looks already awsome! The only thing that lacks in this map yet is the contrast of colours, primarily in screenshot 1 and 4. For now, brown dominates the theme too much.
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Re: Screenshots

Post by FraGnBraG »

Thanks - I should point out that this is W.I.P. of course, and what you're seeing is actually just outside architecture. It is a very hot climate, also planned are trees and birds etc as well. These pics are actually shots of the first "area" only. Not shown are any inside areas yet. For example, the West Temple and crypt is all inside, north and east are a mix of inside and outside spaces, and yeah, you will can lost a lot at first, it's that knarly :) The nice thing about this one (besides XPIckups, of course) is the BOTs are turning out awesome. I know so much more about getting them little robots to run around than I did back in 2002-2003 so you can expect a challenging match ;)

This map layout is generally a giant "Cross" style, laid out on a compass so to speak. So there is a North, East, South and West Temple which surround a central main temple area, where the main temple eventually opens up into a crypt "maze". The Temples differ substantially from the each other, but have common traits and forms. A loose reference to the style would be "DM-FNB-RingOfStones", from 2003. If you were to read the "fiction story" I wrote for that map then this place makes sense, since this one was originally the last of the four maps in that "set". The other two I still have, I may plan to rlease those if this one works out okay.

The there are 5 objectives which are one in each temple, and one down in the crypt. The objective navigation starts in the South. Attackers always start from the main Temple (four levels of Z-axis). Defenders spawn in whichever Temple is the current objective as the game progresses. There is also one warpzone connection opened between a completed temple objective and the next temple, so there are some "shortcuts" around. After South, West is opened up, then North, then the crypt, then the east, then you run like hell into ____________ :D

Oh, the general plan for this is whenever the Assault is done, I will convert to make a MH version, DM(Sniper) and 5-CP DOM.

more piccys to come... Cheers
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Re: Screenshots

Post by Isotoxin »

This will be a II-Bunnytrack map. (II stands for teammap, 2 player map. Means you need 2 players to be able to cap.)

First zone/Spawn, I know, The lighting needs rework. But, I'm paying more attention on the game-play at the moment.

Image

First room inside :

Image

Image

I'm quite happy about it already. I hope I can release in a month or two.

Oh, yeh I'll also be making another skybox, so don't worry bout that.
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Re: Screenshots

Post by Creavion »

@Frag: Looks really good. The additonal textures (where the hell do they come from?) are looking really good and they fit! Its really something different.
@BT-Map: Lava looks a little bit dark, the light around the torches as well. Generally some more light sources (maybe those UT crypt lights), wooden planks on the ground, some missing stone tiles or hanging moss.
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Re: Screenshots

Post by FraGnBraG »

@BT-Map: very dark screenshots - maybe bump up the gamma on the screenshots for easier viewing (just mention whenever you do that)...

@Creav: Wheel Of Time (WOT) + Rorchache Temple + (UT) Ancient, some NaliCast, EOL, Mine, Crypt, and AbsolutelyNoTechTexturesUsedThankGod :)
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Re: Screenshots

Post by Isotoxin »

You should read what I posted ^^. I didn't pay any attention on the lighting yet.
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Re: Screenshots

Post by Creavion »

Isotoxin wrote:You should read what I posted ^^. I didn't pay any attention on the lighting yet.
I know, those were just my suggestions...
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Re: Screenshots

Post by Isotoxin »

Thanks.
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