DM-AverageCityMap. Author=KingJosh aka MiniMe. Its a city at night time. Medium sized urban map.
Sorry for big DL. Many textures used. Fly around and Gameplay video below:
Minutes 1-3 are a fly around.. Minutes 3-9 are gameplay.
Below is a DL Link and has a few screenshots.
http://www.unrealplayground.com/forums/ ... le&id=7880
ps this time i added lights
DM-AverageCityMap...this time with lights...
- Creavion
- Godlike
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Re: DM-AverageCityMap...this time with lights...
This looks a hell better than your last map but
1. Since it is night, take care of (more) contrast in your map. Its completly unrealistic that the street lamps can light out the environment that perfect, that everything will be spotlighted. Place some lights with a weak brightness, dark blue or something similar, make the street lamps brighter if requiered with a smaller light radius. Cylinder lights maybe. Well at least on the screenshots the lighting looks really rather boring. Check DOM-Condemned. Stock map but really not that bad. Or what about other light sources, like those barrels with the flames, typicial for UT, or neon light from lighted signs.
2. Please fix the square corners of the street. Uhm and the guard railing looks a little bit thick, try it with main scale 0.5 or 0.75 (after that transform -> transform permanently, I dont think you will loss much alignment there?).
But its a progress!
1. Since it is night, take care of (more) contrast in your map. Its completly unrealistic that the street lamps can light out the environment that perfect, that everything will be spotlighted. Place some lights with a weak brightness, dark blue or something similar, make the street lamps brighter if requiered with a smaller light radius. Cylinder lights maybe. Well at least on the screenshots the lighting looks really rather boring. Check DOM-Condemned. Stock map but really not that bad. Or what about other light sources, like those barrels with the flames, typicial for UT, or neon light from lighted signs.
2. Please fix the square corners of the street. Uhm and the guard railing looks a little bit thick, try it with main scale 0.5 or 0.75 (after that transform -> transform permanently, I dont think you will loss much alignment there?).
But its a progress!
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.
- Sergeant Todd
- Adept
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Re: DM-AverageCityMap...this time with lights...
KingJosh,
I'd love to see a version 2 of this map, cleaned up like Creavion said, and eye-candied up...love the music
Edit Dec 15
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ARGH! The map crashed the game with a D3D oversized texture error Help.......
I'd love to see a version 2 of this map, cleaned up like Creavion said, and eye-candied up...love the music
Edit Dec 15
----------------
ARGH! The map crashed the game with a D3D oversized texture error Help.......
Sergeant Todd
---------------
"I miss Olmos & BG, as a matter of frak'd!"
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"I miss Olmos & BG, as a matter of frak'd!"
- [did]Madis
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Re: DM-AverageCityMap...this time with lights...
Same thing, the map keeps crashing, I just walk around a bit, turn around random corners and it crashes. Something's really weird in your map, bro.Sergeant Todd wrote:ARGH! The map crashed the game with a D3D oversized texture error Help.......
- Creavion
- Godlike
- Posts: 4497
- Joined: Sun Feb 17, 2008 7:23 pm
- Personal rank: About to be non-act.
- Location: Germany, Lower Saxony
Re: DM-AverageCityMap...this time with lights...
Have seen that in an other map. Most likely because of the lighting. Add to many lights - with a small radius - in a small area and the engine screws around. Although this happens in the editor from time to time (dynamic light, textured modes turn black, editor does not respond to any commands including mouse moving anymore, forced close of the editor produces a criticial error message), but ingame from my personal expierence rarely (ingame ut "just" seem to crash). It does not have to be the mappers fault at all costs.[did]Madis wrote:Same thing, the map keeps crashing, I just walk around a bit, turn around random corners and it crashes. Something's really weird in your map, bro.Sergeant Todd wrote:ARGH! The map crashed the game with a D3D oversized texture error Help.......
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.
Re: DM-AverageCityMap...this time with lights...
are you using d3d9?
it seems my DM-SaintzRow and DM-AverageCityMap give eveyone errors
i noticed both of my maps use the fuhrpark vehicle packs and both use alot of 512x512 textures, maybe thats the problem that causes d3d errors?
i wonder if i resize 512x512 into 256x256 if maybe the errors will leave ??
so far ive been pretty lucky with d3d9 and havent had any errors with my maps, ill look into it some more
it seems my DM-SaintzRow and DM-AverageCityMap give eveyone errors
i noticed both of my maps use the fuhrpark vehicle packs and both use alot of 512x512 textures, maybe thats the problem that causes d3d errors?
i wonder if i resize 512x512 into 256x256 if maybe the errors will leave ??
so far ive been pretty lucky with d3d9 and havent had any errors with my maps, ill look into it some more
Re: DM-AverageCityMap...this time with lights...
I had a look in the editor at your map (I didn't change anything, I hope you don't mind, I just looked to find out about ppls errors before I played) And found something strange... In that city texture pack, JapanMiniMe1.utx, if I set the Variable Size in the texture browser to 100% and then drag the scrollbar down, as soona s I reach the area where those Skybox city skyline textures are, it goes blank and the scroller jumps back up to the top, so perhaps it's an error relevant to these particular textures?