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  1. #1
    MSgt. Shooter Person
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    Post DM-Glory [Update July 10] beta 2 download 95% complete

    >>DOWNLOAD BETA 2<<

    This is my first map ever. Learning the editor and best way to create prefabs as I go along.
    After many many hours () it is getting to the point where it's slowly beginning to look like something decent. So I thought I would share some pictures.













    I'm trying to keep the map clean and uncluttered. Most of the hard edges like the doors and those platforms at the shock will be reworked. The boxes are placeholders. And the lighting still needs some work with more different lamps that fit the theme to avoid repetition.
    AI pathing is still a mystery to me, so that will take some time also.

    Hope you like it.
    Last edited by legacy-Phennim; 07-14-2003 at 08:04 AM.

  2. #2
    legacy-uNrealized
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    Looking very good Phennim! Just give those blocky parts some nice edges and i think this could be very fun to play. Let us know as soon as you need some feedback.

    Keep up the good work!

  3. #3
    legacy-SnipeepinS
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    name it QUAKE!

    just like the quake levels

  4. #4
    Redeemer
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    Looking good. Nice lighting in the last two pics.

  5. #5
    MSgt. Shooter Person
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    I see a strong Quake3 resemblence in the design. Not a bad thing, just remember that UT2003 can handle a lot more detail, and also try not to rely on BSP too much for your design, it can slow things down a hell of a lot.

    Kudos on the work so far, and judging by the bottom 2 screenshots, this level will be pretty good (more of that awesome lighting please! ).

  6. #6
    legacy-Lord Infamous
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    Looks like a good layout. (I like the Q3 design) the lighting looks good but the walls seem a little drab so far

  7. #7
    Redeemer
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    I agree with all of the comments above.

    Quake-like.(I like) Good lighting..for an early stage of design. I especially like, the use of and alignment of textures!

    So..your new to the editing part....your other skills seem "Rock-Solid".

    The hardest part of editing for some people is getting it done.
    Make sure you finish it, and get right into the next "Masterpiece".


  8. #8
    legacy-Tweak-fragger
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    Originally posted by SnipeepinS
    name it QUAKE!

    just like the quake levels
    It reminds me of quake also man thats cool and weird at the same time o_O

    But it looks nice bro keep it up, and good job on your first map =D

  9. #9
    Almighty clubber of seals!

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    done alot better than I could ever dream of doing

  10. #10
    MSgt. Shooter Person
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    Those screens sure look purty! Hurry up and get a release out!

  11. #11
    MSgt. Shooter Person
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    Thanks for the positive replies. They are nutricious food to keep me motivated.

    I did take alot of inspiration from Q3-DM6. And I wanted to use the colour scheme of Codex, but was unable to find suitable textures, and wasn't quite ready to increase filesize by adding custom textures. So I used the closest ones I could find that I liked. Maybe later I will add some of my own textures.

  12. #12
    MSgt. Shooter Person
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    Man for your first map ever this looks hella sweet:up:.
    The design looks pretty original too, I'm looking forward to play this.

  13. #13
    MSgt. Shooter Person
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    Looks pretty nice

    DM-Glory...

  14. #14
    MSgt. Shooter Person
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    Originally posted by Devastation 8
    DM-Glory...
    You know.. It does have that mid 19th century Southern mansion feel to it, and I can see Matthew Broderick running around in this map with his regimental uniform and goatee

    Is the name up for grabs?

  15. #15
    Redeemer
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    It looks very elegant.
    MOBO: ASUS P5E WS Professional CPU: Intel Q6600 @3.7 ~ on air 42c avg VIDEO: EVGA 8800GTS 512MB @670/1940 RAM: Corsair Dominator DDR2 1066 2gig ~ 5-5-5-15 2.5vOS: Win XP Sp2 DX9.0C
    Home: Frogtown Hollow NJ Occupation: mending fences Interests: playing washtub bass, digital photography, mountain biking, hiking and watching NJ Devils hockey.

  16. #16
    MSgt. Shooter Person
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    Cool

    Reminds me of Quake 3 with all those curves... I dont know if thats good or bad..
    Looks simple, and very neat, except for pic 1, where the walkway seems to end in a wall... maybe it should go through to another area?

  17. #17
    Redeemer
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    Originally posted by Reversion
    It looks very elegant.
    Agreed.

    Phinnim, I really like how this is looking. As has been said, there is a resemblence to q3, but I don't find that to be a problem.

    It is elegant though.. reminds me of a museum.

  18. #18
    MSgt. Shooter Person
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    I updated most of the screenshots. All but the second one, with the jumppad. Check out the first post.

    Added basic path-noding (anybody know how to make bots do wall-dodges? I NEED them to do it. Including boost-jumps).
    Experimenting with different textures that fit the level.
    The double-damage and 100-shield area still need quite some some work. The doorways are close to being finished. The boxes/pillars in the third picture need to be replaced with a custom static. Lastly I need to create some artwork to go on the walls.

    O yeah.. I decided to name it DM-Glory. Thanks to Devastation 8's suggestion.

  19. #19
    MSgt. Shooter Person
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    Nice work so far, looks as if it has come on quite a bit since the earlier pictures :up:

    One suggestion though, in this pic -

    http://members.chello.nl/~r.derkinderen00/001.jpg

    - I'm not quite sure the orangey metallic doorframe thingy blends in with the rest of the decorations as well as it could. Suggestion: make it the same color as the trimmings around the ledge infront of the door.

    This is obviously just my opinion, but it's all I could see in those pics that I didn't like.

    Also, I don't think you can specify points where the bots should wall jump or boost dodge.

    peace.

  20. #20
    legacy-uNrealized
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    New shots look great! Keep up the good work. When you need feedback you know where to come!

  21. #21
    MSgt. Shooter Person
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    >>DOWNLOAD BETA 1<<

    I put up the version I have now for download. If you wan't to give some feedback on likes, dislikes and general tips, that would be great.

    Stuff that I already know that need work are:
    -The lightspots above the big jumppad have no sourcd
    -The double damage circle and ramp need some work
    -The hall near the 4 boxes with the flak ammo needs work
    -The area around the link gun and small jumppad needs work
    -The shock plateau's need some work
    -And there will be a way up from the lower levels of the rocket up to the health and the level of the sniper
    -Finally bot pathing and texture improving.

    Uhm.... reading back... It will take me 4 months to finish this map.

    Remember I tried to make this a flow map, not an full blown eye-candy map. The boost-jump is important, it gets you places alot faster.
    You can jump from the lower box to the fourth box with the health very swiftly. One jump per box (no doublejump) at high speed. At least I can. I would like to know if you find it also easy to do/master.


    Merry Christmas.

  22. #22
    legacy-uNrealized
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    D/l now! I'll let you know in a couple of days what i think.

    Have a merry christmas!

  23. #23
    legacy-uNrealized
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    Well screw those days i'll tell you now!

    Had a couple of 15 kill limit bot matches on Masterful and it was pretty challenging. So good work there. (shame they can't get the harder pickups).

    The static meshes for the lights are excellent especially the roof ones. The lighting needs to be fixed in places with walls being washed out. Have you thought about coloured lights? Those red triming lights along the roof could be experimented with (just a thought). I'm sure you know this but it won't do any harm. The spot with the shield (no, the other one) needs to have a kill zone with some painfull stuff down there.........or a bottomless pit.

    The only thing that wasn't too good were the paths connecting rooms and textures. The paths were just too bland, long and un-natural. How about some pipes or something to look at? I know you said you were working on texture but it just seems way too dull. Sorry.

    Overall the flow was good and i especially liked the big jump pad room. Nice Z action in there. Item placement was mostly good. The shield pickup mentioned earlier is a very nice idea and it makes it feel that little more special when you collect it.

    GJ and keep up the good work! Look forward to the next update.

    EDIT: Oops now i look at thos pics again it looks like you have got a red tinge in the lighting. Oh well one step ahead of me. Merry Christmas again :up:

  24. #24
    Iron Guard
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    Thumbs up

    I was actually plesantly surprised with this map, it has good flow and the meshs that are currently there look good, expecially those door-archs, I like the red-chrome on it. All it needs is alot more details and better texturing. Other than that I look foward to downloading the final version...

  25. #25
    MSgt. Shooter Person
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    Great, i'll try it in a sec .

    And tnx for choosing the name i suggested.

  26. #26
    MSgt. Shooter Person
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    Make sure that with those lifts you can do some interesting lift jumps.

  27. #27
    MSgt. Shooter Person
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    Bump

  28. #28
    MSgt. Shooter Person
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    Anybody (with some skill) who want's to finish this one?

    I'm probably never going to play this game with any kind of enthusiasm, so my drive to map for it is pretty much gone.
    My UT2003 time is spent hobbying. Making a replica of Stargate Command. Which isn't sutable for DM play, but more dimensional accurate according to player size.

    If you decide to finish it you can take full credit for it. I would like some credit in the readme for the meshes you decide to use. (Those meshes would be yours to use on any of your maps)
    I will then send every relevant photoshop/3dsmax/ase/ued file I have.

    I prefer you stay true to the general layout of the map like it is now, but... you can do whatever you want with it.

    I hope there are some (qualified) takeRs, because I think this map has some potential.

    Thanks for your time, and happy fragging.

    p.s.
    IT'S FORBIDDEN TO ADD A SINGLE PIPE TO THIS MAP!!! Don't take this task if you don't have any imagination!!!

  29. #29
    Iron Guard
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    Hopefuly Desperado#2-Rog will finnish the map. your pictures kinda remind me of some of his work . Though there are several really good mappers on this board that I'm sure could do wonders with this map.

  30. #30
    MSgt. Shooter Person
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    that is a beauty of a map, i love the rustic look of it

    im off to give it a download
    Well done!

  31. #31
    Banned
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    Wow, looking very nice.

  32. #32
    MSgt. Shooter Person
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    Originally posted by NeoPhoenix
    Hopefuly Desperado#2-Rog will finnish the map. your pictures kinda remind me of some of his work . Though there are several really good mappers on this board that I'm sure could do wonders with this map.
    Yeah , Desp or some other good mapper should defenitely do this. DM-Glory is a VERY interesting and cool map. IMO Ultimate map for people that know their trickjumps. Could be very cool for competative play too.

    SOMEONE TAKE THIS CHANCE PLeaaaSSE
    If I could I would do it myself, but lol I still have to find time to learn mapping and not screw my school stuff up at the same time.

    btw Phennim Too bad you stop mapping for UT2k3. You're one great mapper. This map really has huge trickjumping possibilaties:up:

    Edit: ROfl@my english, hehe srry lotsa words in this post of whom I know I spelled them wrong. I just don't know how to spell them good so I'll leave it this way.

  33. #33
    Redeemer
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    Phennim,

    What would you think about giving the source map to a few different mappers to see what each one comes up with?

    I'll try a version of it if you're willing to send it my way. Don't know when I'd be done with it though. My work schedule's been horrible.

    Let me know.

    Glory's already a great looking map that I've been waiting for you to release.

  34. #34
    Redeemer
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    You really should change the thread icon to MAP: DM.

    Glad to hear you're working on this Teddie. It's too good a map to be left unfinished. I look forward to it's release. :up:
    Last edited by legacy-§uper-]V[oose; 02-22-2003 at 07:16 AM.

  35. #35
    Redeemer
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    Originally posted by §uper-]V[oose
    You really should change the thread icon to MAPM.

    Glad to hear you're working on this Teddie. It's too good a map to be left unfinished. I look forward to it's release. :up:
    Hiya Moose... Yeah, I'll try my hand at it, but like I said, my work schedule's been crazy

    But I love the looks of this map already... Very elegant...

    I hope some other mappers out there try and do something with Phenim's map... It would be interesting to see how the different versions turn out.

    Anyway, it will be a while before I can do anything with it.

  36. #36
    MSgt. Shooter Person
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    OK OK OK

    This is what I'll do. I will give it another 2 weeks to see how far I get, after which I'll either finish it myself or give it up for somebody else.

    Teddie: you got some work of yours I can look (just to see if our 'skills' are compatible. )


    Thanks for the positive remarks everybody.

  37. #37
    Redeemer
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    Look in his sig.

  38. #38
    Redeemer
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    Originally posted by Phennim
    OK OK OK

    This is what I'll do. I will give it another 2 weeks to see how far I get, after which I'll either finish it myself or give it up for somebody else.

    Teddie: you got some work of yours I can look (just to see if our 'skills' are compatible. )


    Thanks for the positive remarks everybody.
    Very cool. I hope you decide to finish it yourself. You would do it the most justice -- it's your baby.

  39. #39
    MSgt. Shooter Person
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    Originally posted by Teddie
    Very cool. I hope you decide to finish it yourself. You would do it the most justice -- it's your baby.
    Glad to see you like my map, deck17 is a good map (though a bit heavy on the nodes at some points).
    I'm having some problems with the geometry (artistic/flow problems) that can only be fixed by reworking most of it. This being my first map, I changed my mind alot and didn't plan far enough ahead.

    And a few questions to everybody:
    How is the scale? If I go into behindview I find the character very small.
    What is the best player count? I'm aiming for 4on4 TDM.
    Other tips?

    thx.

  40. #40
    Redeemer
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    Has this map ever made it to a final? Doesnt anyone know?
    MOBO: ASUS P5E WS Professional CPU: Intel Q6600 @3.7 ~ on air 42c avg VIDEO: EVGA 8800GTS 512MB @670/1940 RAM: Corsair Dominator DDR2 1066 2gig ~ 5-5-5-15 2.5vOS: Win XP Sp2 DX9.0C
    Home: Frogtown Hollow NJ Occupation: mending fences Interests: playing washtub bass, digital photography, mountain biking, hiking and watching NJ Devils hockey.


 
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