View Full Version : WIP MP Cristo Redentor
01-29-2009, 02:49 PM
I have been working on this project for the last month or so and was showing enough progress that I thought I could show it off. My background is in the BF mod world, so my work in Unreal will probably be a little sophomoric. Suggestions about technique or method in the engine would be greatly appreciated!
Well, as the title implies, I am attempting to create the huge mountain top statue "Cristo Redentor" in Rio De Janeiro.
The intent is to create a little bit more of the mountain and then use a layer or two of fog to block off the rest of the view (as I don't have the reference to create a skybox of this city). I also intend to create an interior area that will tie the different layers together. I wanted a lot of z-axis focus on this map so there will be lots of terraces throughout.
Here is a render in max and a ingame shot of my progress so far. I have not authored final spec maps or normals for many of the materials yet.
I have a little (blog) where I have been posting my progress on this and other projects.
01-29-2009, 04:13 PM
Cara parabens pelo mapa
01-29-2009, 04:30 PM
Cool idea for a map, although it looks like it might be tough to balance for MP. The layout seems to be pretty realistic, so you may need to impose some new objects for cover in the open areas. It looks pretty early, but post processing and lighting should give this map a big boost when you get to that point. Cool concept and thanks for sharing. :)
01-29-2009, 05:12 PM
symphony - I am not sure what that means, when I googled it there were a few skys from this area.
Liquid - I originally drew this up as a singleplayer mission, but had issues when I tried to actually implement sp in the editor. That's when I redrew my plans to a mp perspective. Are there any reasonable tutorials or mentions of how to setup a sp map and compile it for game? You are correct that I am quite early in my production, so there is a lot of wiggle room.
01-30-2009, 03:19 AM
yes, add more cover spot ,u c no cover ,no gears of war.
sp is short and limited in gameplay, mp is free, also a project named lance can be found here,
it's main purpose is making death match map against bot, and convert mp into this...
more people play it? besides mp, another bot version...
01-30-2009, 12:16 PM
As far as compiling an SP map goes, the editor defaults custom maps to SP in the World Info. I haven't done a lot of map publishing myself, but if you have an external asset package it will need to be published when you release the map. TheInterlock has done the most work with single player maps in the forum, but there aren't many tutorials dedicated to SP other than Level Streaming guides. The mappers in the Gears forum are always helpful, so feel free to post specific questions if you have problems.
01-30-2009, 12:34 PM
ohh sorry man
I thought that you was from brazil :)
good work :)
01-31-2009, 11:35 AM
Thanks for the comments guys.
Lance2 - Oh hell yeah, this is exactly what I was looking for. I downloaded the package last night and got everything setup. Great game mode! Perfect for some quick carnage. I will author the rest of this level for this mode.
Cover - Definitely!!! I am still modeling the world so cover will come as the level starts getting wrapped up. I honestly haven't played a LOT of GOW so this will probably be the hardest thing for me to setup. I know what I like though so hopefully I can put something interesting together.
I have updated my workbook with some more shots of the project, hopefully I can wrap up the exterior modeling portion this weekend!
01-31-2009, 02:19 PM
u got it buddy, looking forward to this .......
02-03-2009, 09:27 PM
I am slowly adding more content to the level and starting to come up with some props for cover (none in these shots).
These are just a couple shots while I was testing out some ai paths.
02-03-2009, 10:15 PM
Cool screens. Coming along nicely. Can't wait to see it with lighting. :)
02-03-2009, 11:12 PM
great improvement, its coming together pretty well so far
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