CTF-RiversBend]And[

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truije15
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CTF-RiversBend]And[

Post by truije15 »

I started 3 days ago with a test to make water look like it flows and I ended up with this :) I've always wanted to make an outdoor map and I think I did it!. Its beta at most, I'm sure itll need fixes galore but as of now its got full weapons and pickups in it as well as quick bot pathing so they actually function. My biggest concern is performance, I was getting some dips in the mid with some action going on, its probably my trees but I'd like to see if its ok for other people. I didn't see the poly's go over 200 surprisingly. Any ideas, tweaks, fixes would be appreciated! its not enclosed with boundaries yet other than the ceiling so I know its escapable. I haven't mylevel'd any of the textures yet so the dl is about 30 megs cause of the full texture packs. Also I don't know what my trees were linked to as far as files but everything should be in the dl. Please check it out!

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DL: http://www.mediafire.com/download/04w3w ... RiversBend]And[a.zip
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Re: CTF-RiversBend]And[

Post by Dr.Flay »

Love the look of it so far, but
...needs a few songbirds :mrgreen:
http://yourunreal.wordpress.com/2012/11/06/ws-decos/ (many other tree decos)
I have a fondness for jungle maps, so you will find many other useful resources on the main section.
http://yourunreal.wordpress.com/2013/05 ... resources/
Look for the Creavion and Shadowman packs :tu:
*EDIT*
I see you already have Creavions pack :mrgreen:

There are also animated trees and plants available in other packs (move when shot or bumped into).
Chaos has a good animated collection, and there are a healthy all-round collection in the old "Strike Force" mod.
The animated "trees.u" file from Strike Force (also contains grass) is floating around the net as a renamed file "Swaytrees.u"
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Re: CTF-RiversBend]And[

Post by Spectra »

Looks nice. Mainly good for IG match. :)
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Re: CTF-RiversBend]And[

Post by UT99.org »

medor wrote:two missings files utx here the full http://medor.no-ip.org/index.php?dir=Ma ... nd%5Ba.zip
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Re: CTF-RiversBend]And[

Post by UnrealGGecko »

Ahh man it looks great :tu: , I loved your Dusk map so I'm definetly gonna download it ;)
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Re: CTF-RiversBend]And[

Post by GenMoKai »

I like ut, BUT! The lighting could be a bit better, looks a bit to white for me
Image
EAT THOSE FRIGGIN BANANAS !!!!!
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Re: CTF-RiversBend]And[

Post by papercoffee »

GenMoKai wrote:I like ut, ...
Yeah we know you like UT. :mrgreen:
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Re: CTF-RiversBend]And[

Post by truije15 »

I'm dl'ing that zip right now to check out what I missed!

I'm gonna scroll through those links and see whats in there, I think I have before cause I have swaytrees. Its not quite jungle but I could make it more so once I check out some more tree decos! These were my trees I made all within UT so I was really proud of my shitty trees and wanted to throw them in something! :P

I completely forgot about sound as well, but I will definitely have some birds involved.

Yeah the lighting just isn't hitting the way I want to yet :(
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Re: CTF-RiversBend]And[

Post by GenMoKai »

papercoffee wrote:
GenMoKai wrote:I like ut, ...
Yeah we know you like UT. :mrgreen:
Rofl, i guess the B button had his not working moment

But try to use something else then "white", a warmer yellow/blueish/orangeish can make a big difference
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Re: CTF-RiversBend]And[

Post by RocketJedi »

looks great!
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Re: CTF-RiversBend]And[

Post by UnrealGGecko »

GenMoKai wrote:
papercoffee wrote:
GenMoKai wrote:I like ut, ...
Yeah we know you like UT. :mrgreen:
Rofl, i guess the B button had his not working moment
No, u just switched an I with a U :P.
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Re: CTF-RiversBend]And[

Post by Dr.Flay »

Those trees are excellent, You could make your own deco pack !
BTW. there are options in destructability ;)
You can make them as breakable decos, or use Gopostals destructable brush mod for more control.

Don't worry about making a jungle, I just like to see good use of trees :D

When it comes to lighting you just need to ask yourself a few questions.
Is it Earth? is it a hot or cold country ? and what time of day is it ?
The first 1 can over-ride the other 2, as your sky-box will be the thing that makes it match.
I can imagine this map with a similar tone to DM-FeelNaPali. Warm and with the sun low, giving orange and yellow colours.

White light often gets criticised, but it does have it's place. Midday somewhere cold, surrounded by white painted buildings (check DM-Kvartal).

Actually 1 map I can see you making a good sequel to (or just finishing) is DM-[ACE]DeadwoodV2. In my opinion great fun (especially team games), but half-made.
Full of neat little touches and details, but you are very aware of being trapped inside a giant box. No effort went into disguising/hiding the edges of the map, but you can have a go on the shooting range, or get buzzed by fireflies in the tall grass.
I put crows and rats in my edit, and added a herd of cows in the fields (they ignore the players unless shot at. Then they stampede).
Oh I also made the fireflies do 1-point of damage if they hit you, and added a buzzing-fly sound, set loud but short-range, so it is like a mosquito buzzing past your ear. Hiding in the long grass now becomes annoying.

1 thing you could experiment with is fog zones depending on the areas you make, but water is a good 1 to play with.
Flowing water is usually clear, but if you have any pools you could add a coloured fog. It can be worth playing with the distance you can see underwater, as it looks dumb when you can see across an entire map underwater.
At the very least remember water is a zone, so it can have it's own lighting and colours.

Actually if you use one of the various particle effects or animated-decos, used to add snow effects, you can add a flow of drifting particles into the water to match the speed of the water texture.
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Re: CTF-RiversBend]And[

Post by UT99.org »

medor wrote:Working offline but make crash me online.

Image
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Re: CTF-RiversBend]And[

Post by UnrealGGecko »

I can't see the trees. :sad2: I can bump into them but they're invisible for me.
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Re: CTF-RiversBend]And[

Post by UT99.org »

medor wrote:You ate in 16 bit ?
[WinDrv.WindowsClient]
WindowedColorBits=32
FullscreenColorBits=32


give your render seetings
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