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legacy-Hyd
12-07-2002, 07:53 AM
I present you two screens from my latest map for UT2003 :]

http://trinity.unreal.pl/Hyde/old/dt1.jpg


http://trinity.unreal.pl/Hyde/old/dt2.jpg

http://trinity.unreal.pl/Hyde/old/dt3.jpg

http://trinity.unreal.pl/Hyde/old/dt4.jpg

legacy-[SEOD]--|Ripley
12-07-2002, 08:16 AM
nice work Hyd.:up: :up: :up: :up: :up: :up:

legacy-GeforceFX
12-07-2002, 08:18 AM
looks hella nice :):up:

EDIT : remembers me of that hallway in the alien space ship from the x-files movie

legacy-Kev_Boy
12-07-2002, 08:59 AM
Are you putting body's in the tubes perhaps?

legacy-Hyd
12-07-2002, 09:23 AM
I dont know yet :)

legacy-syr.RedAlert321
12-07-2002, 09:56 AM
looks excellent, just a tip however, try to make the meshes so that you cant get caught on them if you're moving backwards etc, it sucks to get stuck. and also, when posting screens, you should crank the detail up to full before you take them so that your level looks even better than it already does. although the detail does look high, and maybe its just your res thats low.

legacy-Kr4pZo!d
12-07-2002, 10:42 AM
WOWOWOW!!!

legacy-^»{@mBRo$e}«^
12-07-2002, 12:11 PM
It looks nice but.. From the looks of the screens it might have some fps issues?

legacy-Doctor7
12-07-2002, 12:56 PM
Originally posted by syr.RedAlert321
looks excellent, just a tip however, try to make the meshes so that you cant get caught on them if you're moving backwards etc, it sucks to get stuck. and also, when posting screens, you should crank the detail up to full before you take them so that your level looks even better than it already does. although the detail does look high, and maybe its just your res thats low.

I think it's the lighting on the meshes that makes the detail look low. They're single materials so in a still screenshot they will look rough, but if they're as shiny as they seem to be, they'll look great when moving.

legacy-Desperado#2-Rog
12-07-2002, 01:21 PM
nice meshes though a stright path way like that will not make a great map. But the statcs are nice.

legacy-toolboi
12-07-2002, 02:14 PM
Looks pretty but... will it run?
I cant see getting more than 10fps in that hallways with a couple of bots.

legacy-Doctor7
12-07-2002, 02:29 PM
Originally posted by toolboi
Looks pretty but... will it run?
I cant see getting more than 10fps in that hallways with a couple of bots.

I dunno, those meshes are not that high-poly. Fill a hallway like that with some of Epic's walls and ceilings and I think you'd be looking at a much higher polycount.

legacy-solidflux
12-07-2002, 03:28 PM
Originally posted by Doctor7
I dunno, those meshes are not that high-poly. Fill a hallway like that with some of Epic's walls and ceilings and I think you'd be looking at a much higher polycount.

untrue. most of his meshes run much higher in triangles than you think. a long hallway is probably not the best bet with that kind of detail. make it and s-curve, cut it into zone, and it will run smooth.

legacy-Morba
12-07-2002, 04:07 PM
as outstanding as it looks, it does look very cluttered and small.

nice look tho :D

legacy-GeforceFX
12-07-2002, 04:16 PM
Originally posted by Morba
as outstanding as it looks, it does look very cluttered and small.

nice look tho :D
dont let that screenshot fool you ;) i could take a pic of a 10000*10000*10000 cube and make it look like the size of an assault rifle

legacy-wangalicious
12-07-2002, 04:27 PM
Yeah I think when I viewed those pictures my geforce exploded :bulb:

It looks cool, but maybe change the floor? It looks weird, but I like wood.

legacy-Hyd
12-09-2002, 03:07 PM
:]]] Two new screens :]]

http://trinity.unreal.pl/Hyde/old/dt3.jpg

http://trinity.unreal.pl/Hyde/old/dt4.jpg

legacy-Helios
12-09-2002, 08:46 PM
Woah DROOOL:eek:
Looks very nice, hehe and I'm happy to see some off the layout too, looks like it will turn out very well:up:

legacy-Devastation 8
12-14-2002, 10:46 AM
Pipes...i love pipes...this is one of the coolest pipe useage i've ever seen...:eek:

when are you going to release that?? :D

Plumb_Drumb
12-14-2002, 11:17 AM
Looks great,
but be sure to put a nice flat collision on the floor so that grenades arent a problem (bouncing off all those protrusions), and do similar for the walls, so we don't get caught up too much.

I love the tubish look :up: ;)

Also I suggest leaving bodies out of the canisters. That would lessen poly count, and it looks good without them anyway. Maybe try to break up the purple light with other colors in some areas, so we don't get "purple sickness". :D

Marius
12-15-2002, 10:25 AM
HOLY SH!T!!

legacy-§uper-]V[oose
12-15-2002, 11:06 AM
Looks great. Hope you don't get snagged on that floor.

legacy-Lord Infamous
12-17-2002, 12:17 PM
Looks very nice, update maybe???

legacy-«Scavenger-X»
12-17-2002, 01:34 PM
**drools**

btw: i wouldnt reccomend using the bodies - imo they would look crap and ruin the look....

also the corridor up top looks a bit repetitive, but other than that this is KICKASS lookin, if it plays as well as it looks itll rock!

legacy-Slack
12-17-2002, 02:04 PM
http://trinity.unreal.pl/dt2.jpg

In this shot, my ankles hurt just looking at that floor. I mean who would build a floor like that? Much less play a 'sport' on it. Not that I'm against elevation changes etc.. but no regularly travelled area of human habitation would have such an ankle spraining floor.

Please don't flame me with 'it's an alian habitat' or such. I just think the mapping axiom "would it work in the real world" needs to be applied. That is all.

Plumb_Drumb
12-17-2002, 02:06 PM
thats the pic i was talking about when i said this:


Originally posted by Plumb_Drumb
Looks great,
but be sure to put a nice flat collision on the floor so that grenades arent a problem (bouncing off all those protrusions), and do similar for the walls, so we don't get caught up too much.

I love the tubish look :up: ;)

Also I suggest leaving bodies out of the canisters. That would lessen poly count, and it looks good without them anyway. Maybe try to break up the purple light with other colors in some areas, so we don't get "purple sickness". :D

Plumb_Drumb
12-17-2002, 02:09 PM
I get reminded of that scene in the Matrix with the endless sea of human generators... or whatever it was...

legacy-kiddailey
12-27-2002, 06:52 PM
Did this get released and I missed the thread? ;)

legacy-GIdenJoe
12-27-2002, 07:59 PM
Hmmm, can't seem to find the walls and ceiling anymore due to all that detail in the way :p

legacy-P1nky
12-27-2002, 11:49 PM
Originally posted by Slack
http://trinity.unreal.pl/dt2.jpg

In this shot, my ankles hurt just looking at that floor. I mean who would build a floor like that? Much less play a 'sport' on it. Not that I'm against elevation changes etc.. but no regularly travelled area of human habitation would have such an ankle spraining floor.

Please don't flame me with 'it's an alian habitat' or such. I just think the mapping axiom "would it work in the real world" needs to be applied. That is all.
Exactly what I thought. Please keep the floor simple and flat.
A floor with see through grates, and stuff UNDER the grates look awesome, but what you have makes me cringe and grab my ankles.
Otherwise its looking pretty sweet, even though they dragged up a dead post :weird:

legacy-Layziepop01
12-27-2002, 11:54 PM
Wow, that is absolutely beautiful. Awesome work!

legacy-Hasimir
12-29-2002, 11:50 AM
Anything known yet?

legacy-Loosecontroll5
12-29-2002, 11:52 AM
Yeah.
I'm curious as 2 what is happening bout this map.

legacy-Iceburgs
12-29-2002, 12:14 PM
Any chance those tubes can be shattered, releasing splash-damage acid? Talk about a hall of death, then....

legacy-Devastation 8
12-29-2002, 03:19 PM
Well, i guess that Hyd was kidnapped by aliens so he didn't finish the map yet...That happens to all mappers in some point for an unknown reason :bulb:.

legacy-ViciousLoad
12-29-2002, 08:34 PM
Originally posted by Slack
http://trinity.unreal.pl/dt2.jpg

In this shot, my ankles hurt just looking at that floor. I mean who would build a floor like that? Much less play a 'sport' on it. Not that I'm against elevation changes etc.. but no regularly travelled area of human habitation would have such an ankle spraining floor.

Please don't flame me with 'it's an alian habitat' or such. I just think the mapping axiom "would it work in the real world" needs to be applied. That is all.

Maybe he has not put the glass on the floor yet, BTW, Map is looking preaty tight.......:D :D

legacy-NeoPhoenix
12-30-2002, 01:13 AM
Maybe he has not put the glass on the floor yet, BTW, Map is looking preaty tight.......

Exactly what I was thinking. From what I've seen from other UT and UT2K3 maps, he's probably going to put glass over the floor. Hopefuly :p

legacy-~Klahfizzt~
12-30-2002, 02:03 PM
a little less fog and more defined highlights, break up the soup!

looking pretty dope so far

legacy-kiddailey
12-30-2002, 03:46 PM
Originally posted by Iceburgs
Any chance those tubes can be shattered, releasing splash-damage acid? Talk about a hall of death, then....

That would be awesome!

Low on ammo? Just impact hammer the wall and splash your opponent! Hit one from across the room and damange him/her! Great idea.

legacy-~Klahfizzt~
12-30-2002, 03:52 PM
talk about 10 fps then with a bigass chainreaction through one of those corridors going on :p

legacy-kiddailey
12-30-2002, 04:03 PM
:D

legacy-white_nite
12-30-2002, 11:36 PM
just an idea for the ankle spraining floors, maybe put a glass sheet over it so u can run around and fire grenades with no problems but still see all the details. or maybe some sort of grating with holes small enough to realistically run over without falling through but large enough to make out the detail:P

legacy-white_nite
12-30-2002, 11:38 PM
um, never mind. i just noticed its already been thought of hehe. sorry, didnt read all the thread before i posted

legacy-Lord Infamous
01-02-2003, 02:13 AM
Goodness..... all this time and still no update

legacy-KamiKid
01-02-2003, 05:44 AM
mesh overkill

legacy-riZZen
01-04-2003, 12:56 PM
Hyd .. any updates man?

I see you started a new map .. does that mean this one is done? Scrapped?

legacy-Hyd
01-04-2003, 04:30 PM
New screens or beta map soon :] I make two maps in the same time :]

legacy-riZZen
01-04-2003, 04:36 PM
Hehe ... however you work it .. as long as it works for you man.

Thanks for the reply ... looking forward to both of them!

legacy-Xeonicus
01-06-2003, 11:17 PM
OMFG... that is beautifully rendered. Would you ever consider making such detailed beauties for single player games?

legacy-yournan
01-07-2003, 06:35 AM
Looking good, you've earned those four stars next to its name!

Won't the fps be high?

I agree with some dude, the floor looks weird, but they do look like jumpads.

Well i can't say much my maps aren't like gold!

Keep it up and e-mail me the download link as soon as you have finsihed.

MsM:up:

legacy-Hacku
01-31-2003, 12:09 PM
any update?

legacy-Hyd
01-31-2003, 12:25 PM
Soon :D Wait a week or twoo and will be uploaded a beta ver of deathtrance :] . The DigiMortal map have for now to big requiments and i need to optimize it :] If i finish the DeathTrance map i will create ,a simple graphic map like this standard maps in ut2k3 and playable :]

Grim
01-31-2003, 12:48 PM
Weeee I wantboth maps :D :D

legacy-DevizioN
02-01-2003, 01:58 PM
bump

legacy-nikoS
05-17-2003, 08:43 AM
people keep BUMPing into me