DmBane

Maps, mods and resources ported from or to Unreal.
Must run in UT99 or with Oldskool Amp'd.
Unreal 227 only projects are "Off-Topic"

DmBane

Postby makemeunreal » Sat Apr 15, 2017 2:59 pm

Have fun!
Note that the maps is UGold 227I only. The fact that the map is stuffed with static meshes makes "pathin" almost impossible.
Image
Image
Image

https://www.dropbox.com/s/owe4fyv46bbp0 ... e.rar?dl=0
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Re: DmBane

Postby PrinceOfFunky » Sat Apr 15, 2017 8:47 pm

makemeunreal wrote:Image

Wow, how did you render it?
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Re: DmBane

Postby makemeunreal » Sat Apr 15, 2017 9:31 pm

Well, QUANTUM PHYSICS.
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Re: DmBane

Postby EvilGrins » Tue Apr 18, 2017 3:41 am

Some Unreal1 maps work under ut99. I've got a few like that, where there's no - between the DM & NameOfMap.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: DmBane

Postby XaNKoNII » Tue Apr 18, 2017 11:20 am

Image


This defines a new generation for future Unreal Designs, the estatic amount of cheer willpower put in the works of such a beauty is trully something once heard from bards telling the tales of mighty Heros ascending to gods :oops: . The Magnificent Graphical details have clearly transcended our punny 4D joke of a universe :pfff: , not even Lovecraft's Old ones got shit on this :mad2:

Jokes aside that legit gave me the best laugh I had in the last months :lol2: :lol2:
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Re: DmBane

Postby papercoffee » Tue Apr 18, 2017 2:55 pm

makemeunreal wrote:Have fun!
Note that the maps is UGold 227I only. The fact that the map is stuffed with static meshes makes "pathin" almost impossible.
Image
Image

This is visual vise the weakest of your maps ...I can't test it because I'm not home.

But what I see is a nice brush-work with a dull repetitive texture (stone?) and a boring white zone-light lighting.
All the wall textures are interwoven with each other due to this lighting, there is no depth.
You have this greenish skybox and doesn't have a corresponding lighting in your map.
Add some green lights (or change your zone light to green) and add some red and/or violet light-sources for contrast.
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