Screenshots
- Feralidragon
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Re: Screenshots
^ Not bad at all indeed. Are you going to make it drive-able or so in one of your maps? That would be interesting.
Re: Screenshots
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.
here is one of his latest SLV maps that he is working on.
- papercoffee
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Re: Screenshots
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?
It looks pretty open spaced, but I think this is pretty common in the SLV game type, right?
- Creavion
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Re: Screenshots
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, ...).
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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My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
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Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- papercoffee
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Re: Screenshots
Isn't it also illegal? Because of Epic's EULA... regarding this discussion http://www.ut99.org/viewtopic.php?f=12&t=4428Creavion 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, ...).
(no EULA discussion in this thread here)
Re: Screenshots
he's not asking money for the map itself, he's asking money for the time he puts into it (working hours).
- Feralidragon
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Re: Screenshots
^ Pretty much.Metalfist wrote:he's not asking money for the map itself, he's asking money for the time he puts into it (working hours).
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.
- Creavion
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Re: Screenshots
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.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- papercoffee
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Re: Screenshots
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.
Really strange.
But anyway ...the map looks very cool.
Re: Screenshots
edit: ok scrap that.. I have no idea what I was talking about.
soz..age..s
soz..age..s
Last edited by Wises on Thu Mar 07, 2013 7:03 am, edited 10 times in total.
- papercoffee
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Re: Screenshots
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.
Your first post about this SLV map was great ...but your second post is a little bit exaggerated.
Re: Screenshots
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.
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.
Re: Screenshots
woah.. what the hell kinda 2player map is that m8 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.
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.
- UnrealGGecko
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Re: Screenshots
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!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.
Just once I want to see a DM-Grinder or DM-Stalwart remake
I agree with that "good work" sentence though
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