Screenshots

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Higor
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Re: Screenshots

Post by Higor »

Not bad for a 200 poly brush (merged coplanars).

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This has a lot of potential...
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Feralidragon
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Re: Screenshots

Post by Feralidragon »

^ Not bad at all indeed. Are you going to make it drive-able or so in one of your maps? That would be interesting.
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Wises
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Re: Screenshots

Post by Wises »

just in conversations with kris who seems to be making some pretty impressive maps at present

here is one of his latest SLV maps that he is working on.

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Re: Screenshots

Post by papercoffee »

Nice ...I like this texture pack (one of my favorite)
It looks pretty open spaced, but I think this is pretty common in the SLV game type, right?
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Creavion
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Re: Screenshots

Post by Creavion »

Looks decent only for a UT1 Tech map, surely above-average. However if your map has a lot of polys, you`ll reach the node limit most likely very soon. If you use less polys or you`ll even follow the "path of the low poly mapper", then the textures have to radiate a permanent impression at the latest. Very likely the map would look more impressive by using UT2004 or Unreal 2 textures for instance. It is really simply hard to create something really impressive these days with stock content only. I dare to say this might only work in nostalgia cases.

But creating maps on request in return of money? In the morals department highly questionable. After all these years I mean to see something like that for the first time ever. I think money and modding on base of a certain game does not belong together. It would be something different through if "you" would create generic content e.g. for a game engine (UDK, Cryengine, ...).
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Re: Screenshots

Post by papercoffee »

Creavion wrote: But creating maps on request in return of money? In the morals department highly questionable. After all these years I mean to see something like that for the first time ever. I think money and modding on base of a certain game does not belong together. It would be something different through if "you" would create generic content e.g. for a game engine (UDK, Cryengine, ...).
Isn't it also illegal? Because of Epic's EULA... regarding this discussion http://www.ut99.org/viewtopic.php?f=12&t=4428

(no EULA discussion in this thread here)
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Metalfist
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Re: Screenshots

Post by Metalfist »

he's not asking money for the map itself, he's asking money for the time he puts into it (working hours).
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Feralidragon
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Re: Screenshots

Post by Feralidragon »

Metalfist wrote:he's not asking money for the map itself, he's asking money for the time he puts into it (working hours).
^ Pretty much.
He's talking about custom requests, just the effort to make them come true. Although I know exactly why he's doing this, so it doesn't surprise me that he's purposely advertising that in his map description.
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Creavion
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Re: Screenshots

Post by Creavion »

I know, I pretty much meant this. Regardless of whether he is getting paid before or after that. The only point is he can earn money with an activity only considered as a hobby here.
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papercoffee
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Re: Screenshots

Post by papercoffee »

Strange ... you can't earn money by selling your map ...but if you rename your offer to "I sell the time I worked on it" then you can...

Really strange.

But anyway ...the map looks very cool.
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Wises
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Re: Screenshots

Post by Wises »

edit: ok scrap that.. I have no idea what I was talking about.
soz..age..s
Last edited by Wises on Thu Mar 07, 2013 7:03 am, edited 10 times in total.
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Re: Screenshots

Post by papercoffee »

Can you please keep your "off topic" to a minimum ...This is a screenshot thread for WIP maps.
Your first post about this SLV map was great ...but your second post is a little bit exaggerated.
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Re: Screenshots

Post by Higor »

Sometimes I wonder what I was thinking when i offered myself to bot path this map a fellow just made.

This thing has launch pads and lots of jump/transloc routes. (plus 2 boosters combo)

EDIT: I even coded some into mylevel a nice lift-jump kicker that takes jumpZ plus lift velocity, and only triggers when the lift goes up for all kinds of AI pawns.
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Wises
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Re: Screenshots

Post by Wises »

woah.. what the hell kinda 2player map is that m8 :D jajaja.

looks more complex then trying find a bug in a 4000 line program built on a zxspectrum

so you figgured out how to do the liftjump thing aye? awesome.. I assume that mappers would need to place actors into maps to trigger these events?

perhaps you could do a revised version of our infamous deck16 map with actors/triggers installed.. man that would be awesome.. also.. theres a couple of pathong problems in deck as you must know.. most obvious ones are the loopty-loop by the stairs and mini ammo... and the running-man near the belt.. also the bots are scared of the bottom tele.. to the deemer for some reason..

^_^ Good work btw.
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Re: Screenshots

Post by UnrealGGecko »

Wises wrote: perhaps you could do a revised version of our infamous deck16 map with actors/triggers installed.. man that would be awesome.. also.. theres a couple of pathong problems in deck as you must know.. most obvious ones are the loopty-loop by the stairs and mini ammo... and the running-man near the belt.. also the bots are scared of the bottom tele.. to the deemer for some reason..

^_^ Good work btw.
Wises, instead of requesting another deck16 remake, why don't you please take a look at the hundreds of remakes that already been done to it!
Just once I want to see a DM-Grinder or DM-Stalwart remake :wth:

I agree with that "good work" sentence though :rock:
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