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  1. #881

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    Quote Originally Posted by DicRoNero View Post
    DM-Zeemschloss. Mostly BSP-based old-school map, resembling DM-Sentinel and good old DM-Codex.

    What's your opinion on textures/colour selection?
    The texturing and color choices are great. The map looks kinda professionally done...I mean it as a something that I would play so far. The lighting looks great. Feels old school DM vibe. Keep it up!

  2. #882

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    I'm new and learning in the UDK. This is the result of one week learning, I moved on to Unreal 4 but I kept using UDK frequently. Anyway here are the screenshots of my map in-progress.

    This is mostly 'Search and Destroy' map. (bomb mission or eliminate whole team) I also considering to make it FFA DM as well.











    Few more pictures in this album since I can't post them all.

    Suggestions, Opinions, Criticisms, etc please. Thanks!

  3. #883

  4. #884
    The Sacrifice
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    Gamertag: slik sh00ter

    Default

    Quote Originally Posted by washtimes View Post
    I'm new and learning in the UDK. This is the result of one week learning, I moved on to Unreal 4 but I kept using UDK frequently. Anyway here are the screenshots of my map in-progress.

    This is mostly 'Search and Destroy' map. (bomb mission or eliminate whole team) I also considering to make it FFA DM as well.











    Few more pictures in this album since I can't post them all.

    Suggestions, Opinions, Criticisms, etc please. Thanks!
    Looks great, but try to add more StaticMeshes to make the map more interesting. However, this is the "work in progress" thread after all! Excellent idea; however I think it would be difficult to make a UT3 Search and Destroy map unless you're planning on making the gametype yourself. Great work so far. Keep it up.
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  5. #885

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    Quote Originally Posted by washtimes View Post
    The texturing and color choices are great. The map looks kinda professionally done...I mean it as a something that I would play so far. The lighting looks great. Feels old school DM vibe. Keep it up!
    Thanks, mate. It actually plays much better than it looks at the moment, but that's kind of intended. I think I'll release a public beta in some 2 weeks, gotta finish some RL stuff first.

    As for your map, tip #1 is avoid long flat surfaces as much as possible, break them apart by any means. Add/susbtract some extra cubes in between even for no apparent reason. To be more specific, that's a sample from my old map, I was a newbie back then, too: http://i.imgur.com/GdKocYN.jpg It's DM-Innuendo][ for UT2004. The street is pretty much linear, but I made it more vivid by introducing some stuff, such as a crate pile, then a gate, and finally a small extra house.
    There are surely much better examples, it's just that showing something on your own experience is usually more intelligible.

  6. #886
    Skaarj
    Join Date
    Apr 2012
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    Moldova
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    3

    Default

    Making port from CSS.
    DM-LEGO
    shots:




  7. #887
    The Sacrifice
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    Oct 2009
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    France
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    209

    Default

    The kind of shape I always wanted in a game:



    Quote Originally Posted by SkullHead View Post
    Making port from CSS.
    DM-LEGO
    Your lego map could look much better with more colored lights (I used the same texture as you in one of my jailbreak map)

  8. #888

  9. #889
    The Sacrifice
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    Somewhere in the Ninth Dimension
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    All this blue theme with cables/tubes everywhere reminds of this

  10. #890
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    warfare map I am working on, W.I.P. shots




    Bah_Mee R.I.P. Mr. Spock

  11. #891
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    Quote Originally Posted by Bah_Mee View Post
    warfare map I am working on, W.I.P. shots
    Nice but why yours montains looks darker than your terrain ?
    (for an invasion theme isn't it better to darker the terrain instead)

  12. #892
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    Oh, they are more like rock formations jutting out of the earth, its hard to see but I will post more images. I am going for the necris chemicals are causing the spiky rocks to come out of the ground kind of idea. More to come!

  13. #893
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    Heres an in editor shot of some of the rock formations coming out of the earth

  14. #894

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    Nice looking map Bah_mee, are people still playing UT3 and interested in new maps? the reason I ask is that I am getting back into mapping after many years. Looking here and not seeing much activity I decided to learn UE4 and try mapping for the upcoming UT4. I'm finding it hard to get my head around additive rather than subtractive mapping.

    P.S. can you rotate some of those peaks a bit to stop the repetition? just saying.

    cheers

    Browndog
    Last edited by Browndog; 03-02-2015 at 02:30 AM.

  15. #895
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    thank you Browndog. There are people who play, I am making a warfare map since there seems to be a weekend warfare surge on epic warfare number 3. I love the ut3 editor although the UDK and U4 editors have more content and ways to do things. They are still pretty similar so what you know carries over. Yeah I think it would be wise to swap some meshes, I will keep posting images as I get on with this. Input is excellent thank you!

    Bah_Mee

  16. #896
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    Gamertag: Anubis202

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    Necris inspired warfare map? Sounds good! I love vehicular madness in UT. Despite that, the current version of your map looks interesting and I'm looking forward to your next progress. Since this is gonna be a Necris map, you could add a lot of nanoblack to this map, so that the whole map looks very poisoned and kinda destroyed and don't make the map too dark. Anyway, keep it up!
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