*** WIP *** DOM MAP PACK from EBWJET

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ebwjet
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*** WIP *** DOM MAP PACK from EBWJET

Post by ebwjet »

Hi everyone!
These maps are soooo old and contain a lot of defects, but i decided to finish it. Since i have some free time now I`ll work on this pack.
It going to be 4, maybe 5 maps, lot of new textures and new tracks. All are made by me, except some textures (I do not already remember, where i took it from))
Maps have not good Z-axis, I think Domination is right gametype for it.
So... Big work starts, good luck to me) I`ll come here with new screens soon.
Spoiler
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__________________________________________
05/18/2015 Finished
http://www.mediafire.com/download/dszo8 ... appack.rar
Last edited by ebwjet on Mon May 18, 2015 4:14 pm, edited 1 time in total.
ShaiHulud
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by ShaiHulud »

Nice detail :) Look like they'd fit in well in a MonsterHunt setting too :D
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by papercoffee »

Or with the zombi mutator... can't wait to see them in action.
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by UnrealGGecko »

I really like the 3rd and 4th screens, the rest are cool too...
Good Luck, Soldier, and welcome to the forums ;)
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by EvilGrins »

Remember, good bot-pathing is essential!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by GenMoKai »

Have to say, it looks really nice so far :)
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EAT THOSE FRIGGIN BANANAS !!!!!
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ebwjet
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by ebwjet »

EvilGrins wrote:Remember, good bot-pathing is essential!
actually bot-pathing is the only thing, that is ok now lol)) lighting and textures - that is the biggest problem...
By the way. I still have no any good idea how to name that map (DOM_big_spooky_medieval_town). Any suggestions?

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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by papercoffee »

ebwjet wrote: Any suggestions?
Midknightevil
or
ScroopTown
or
Grudge-of-Ancients
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by UnrealGGecko »

If you want an english name, maybe:

DarknessIsNow
or
Darkula
or
Deity

I also have some lithuanian names ready, like:
Tamsa (translates to darkness)
Siaubas (Horror)
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ebwjet
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by ebwjet »

papercoffee wrote:
Grudge-of-Ancients
UnrealGecko wrote:
Tamsa
Hmmm, sounds good. By the way. In my language Darkness=tumsa)) but DOM-Tamsa will be better, i think.
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by papercoffee »

Glad we could help. ;)
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ebwjet
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by ebwjet »

some screenshots of other maps of the pack, that are almost done. i hope everything will be finished in next 2 weeks.
new spoiler testing
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Image
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Radi
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by Radi »

just my some cents...
REALLY GOOD LOOKING MAPS ! I'm clearly see that you like to toy with UEd ;p good work! keep us informed please :)
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by FraGnBraG »

if you were going to invest a bit more time i'd say work on your lighting ... you don't seem to have a good handle on "light-cast" and sourcing maybe it's a bit hard to tell from screenshots but it appears the "spooky town" shots could benefit a bit from "local" lighting around the upper windows ... also the warehouse scene seem a bit too "white" lit.. You shoiuld use grey-light with lower radius "hot" sources, and perhaps some coronas. For examples of light "cast", your blue-ish control panel screens in the warehouse room are also light sources, and should cast local light on surrounding surfaces to look correct... Also, the lamp in the hallway pretty wrong looking, but these things are easy to fix, i'd suggest you beta the maps , then you can get better feedback ... other than the lighting, the rest looks pretty good (i like the fork lift, heh)
Cheers
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ebwjet
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Re: *** WIP *** DOM MAP PACK from EBWJET

Post by ebwjet »

FraGnBraG wrote:if you were going to invest a bit more time i'd say work on your lighting ... you don't seem to have a good handle on "light-cast" and sourcing maybe it's a bit hard to tell from screenshots but it appears the "spooky town" shots could benefit a bit from "local" lighting around the upper windows ... also the warehouse scene seem a bit too "white" lit.. You shoiuld use grey-light with lower radius "hot" sources, and perhaps some coronas. For examples of light "cast", your blue-ish control panel screens in the warehouse room are also light sources, and should cast local light on surrounding surfaces to look correct... Also, the lamp in the hallway pretty wrong looking, but these things are easy to fix, i'd suggest you beta the maps , then you can get better feedback ... other than the lighting, the rest looks pretty good (i like the fork lift, heh)
Cheers
sorry for big delay, now i finally have holidays again and its time to finish this WIP.
Thanks Frag for helping! Relighting is done, and all ugly things now are looking not so ugly)) And spooky town maybe not so spooky anymore, but still looks good, i think...
I tried to save the dark aura of map after relighting.

Each map is about 99% done, they are quite good and playable for now. And i have only few things to do:
* fixing some very little bugs
* final testing
* Readme file creating

That`s it, pack will contain 4 domination maps:

DOM-Nightshift
Spoiler
ImageImage
DOM-Private
Spoiler
ImageImage
DOM-Private2
Spoiler
ImageImage
DOM-Tamsa
Spoiler
ImageImage
Last edited by ebwjet on Wed May 13, 2015 8:11 pm, edited 1 time in total.
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