Screenshots

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papercoffee
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Re: Screenshots

Post by papercoffee » Thu Nov 24, 2016 10:36 pm

Just restarted an old map project ...it's a CTF map with low gravity.
SurrealBreakfast01.png
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Dr.Flay
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Re: Screenshots

Post by Dr.Flay » Thu Nov 24, 2016 10:44 pm

Are you starting every day with a bowl of surreal ?
Dali.png
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papercoffee
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Re: Screenshots

Post by papercoffee » Thu Nov 24, 2016 11:06 pm

Dr.Flay wrote:Are you starting every day with a bowl of surreal ?
Yes pretty much this :mrgreen:

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Re: Screenshots

Post by Dr.Flay » Thu Nov 24, 2016 11:55 pm

Hmmm, maybe soon there will be enough surreal maps to have a dedicated "Surreal Tournament" server.
I can see the dropper mutator by MrLoathsome being very handy too.
eg. "errrrr, I just fragged someone and a rabbit appeared, and when killed the rabbit and it turned into a bowl of flowers :omfg: "

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Re: Screenshots

Post by papercoffee » Fri Nov 25, 2016 3:57 pm

This sounds fantastic... :highfive:

Edit------------------------------------------------
Hehe
SurrealBreakfast02.png
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Re: Screenshots

Post by papercoffee » Sat Nov 26, 2016 1:03 am

:loool:
SurrealBreakfast03.png
It's not easy to find all those hidden one colour textures in the default packages.
I need a yellow brown for the toast ...maybe I MyLevel something.
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PrinceOfFunky
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Re: Screenshots

Post by PrinceOfFunky » Sun Nov 27, 2016 3:11 am

papercoffee wrote:It's not easy to find all those hidden one colour textures in the default packages.
It is a bit if you use them often for testing or whatever lol:
Botpack for: red; green, black; gray. (If you use these, some ScriptedTexture's may not work if you're facing surfaces with those textures)
XbpfX for: white; black; orange-to-black shade.

If you cannot find the palette you're looking for into stock textures, you still could apply whatever texture that contains that color and scale it to the maximum, hoping your brush isn't too big(like the ones you showed lol, but you can still split them).
Probably "Belt_fx" has the yellow-brown color you need:
Belt_fx.png
EDIT: The only problem would be the lighting in this case, as SzGergo said:
SzGergo wrote:Note that the lightmap of a surface is scaled along with the texture.
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Re: Screenshots

Post by Skerion » Sun Mar 26, 2017 5:03 pm

I made some terrain and trees in Blender and imported it over to UED2.

Image
Image

I used a combination of an ASE exporter for Blender and an ASE to T3D converter to get this.

It's amazing how the ASE exporter in Blender actually keeps the UV maps. It made it very easy for me to align the road textures correctly.

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Re: Screenshots

Post by sektor2111 » Thu Jun 29, 2017 4:32 pm

:?:
The second link attached/injected to quote doesn't have anything to do with ScreenShots, neither with mapping, and not even with UT99 as a goal of this forum.
Did you felt from some plane ? Call an ambulance...

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Re: Screenshots

Post by UnrealGGecko » Thu Jun 29, 2017 10:20 pm

Post removed, thanks Sektor!

WIP screenshots plz!

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Re: Screenshots

Post by Diego_HoF » Fri Jul 28, 2017 4:01 am

Hey, since ForbiddenTomb got a rough feedback, well wanted to change alittle bit with my next map, this time i made a more close quarters kinda of a map, also added namespace, here is the screenshot of WIP.

DM-Diego-Warehouse
Image

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Re: Screenshots

Post by UnrealGGecko » Fri Jul 28, 2017 9:20 am

TOO. MANY. BOXES!! :ironic:

I mean, did you ever see a room that has THAT MANY boxes?! Any corridors? A pillar? Lights? Anything??.... A floor?! :loool:

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Re: Screenshots

Post by EvilGrins » Fri Jul 28, 2017 4:14 pm

UnrealGGecko wrote:TOO. MANY. BOXES!!
I like it, it's a maze!
http://unreal-games.livejournal.com/
Image
medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Screenshots

Post by papercoffee » Fri Jul 28, 2017 4:30 pm

UnrealGGecko wrote:TOO. MANY. BOXES!! :ironic:

I mean, did you ever see a room that has THAT MANY boxes?! Any corridors? A pillar? Lights? Anything??.... A floor?! :loool:
It's not TOO MANY BOXES, it's TOO MANY SAME BOXES.
A little bit more variation and different kind of boxes would be good.

@Diego_HoF have you made a floor-plan of your map beforehand? You should invest more time in planing ;)
It's good that you start small and have reduced the vast space. :tu:
Now go further and work on playability.
For example in CS1.6 exists a map which consists of only wooden boxes/crates as a kind of labyrinth. Two teams start at each side and try to get the other team. The map is not that great visual wise but fun to play and the mapper put a traverse over the crates this is a risky short-cut to get faster to the other team.
My advice, add some Z-axis play into your maps.

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Re: Screenshots

Post by nogardilaref » Fri Jul 28, 2017 7:26 pm

Diego, it's totally OK to spend more than a few weeks in a map.
Some kinds of maps take months even.

You don't need to quickly assemble the brushes together in a few hours and release whatever you ended up with as fast as you can. Doing it fast doesn't make you better, it only produces rushed things, and rushed is never good.
Take your time to build something, ask questions around if you have doubts in how to do something along the way, but never rush something out.
This also means taking a look at what you just built and iterate on it (make some modifications here and there, add to it, improve it overall, add more details, etc).

A map which takes 10x longer to make ends up being 100x better.