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AS-RT-MirrorsEdge WIP

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  • AS-RT-MirrorsEdge WIP

    Here's the map I'm currently working on.
    It's a Trial Assault map inspired by such games as Mirror's Edge and its DLC, The Stanley Parable and Antichamber. And by inspired I mean I'm taking level design ideas directly from there. The map is going to have 7 objectives, at this point 4 of them are mostly done, one is half done and 2 I've only started working on.
    Here are some screenshots of different parts of the map:
    [shot]http://i.imgur.com/5UnAoON.jpg[/shot] [shot]http://i.imgur.com/0YbLDXw.jpg[/shot] [shot]http://i.imgur.com/Qv0x0VN.jpg[/shot]

  • #2
    That's looking real good UnShame!

    I see a lot of the meshes and textures from my pack, what did you end up having to export from ME? Were there any other models that you would need that will be used a lot?

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    • #3
      That looks really cool. Did you export it or made it all from scratch?

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      • #4
        the meshes are actually remade by meowcat
        the level itself as far as the layout goes is made from scratch
        I see a lot of the meshes and textures from my pack, what did you end up having to export from ME? Were there any other models that you would need that will be used a lot?
        there is a very little amount of meshes for indoors...

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        • #5
          more interiors
          [shot]http://iceimg.com/i/34/fc/39e49860ef.jpg[/shot][shot]http://iceimg.com/i/15/a7/1ca2df3c92.jpg[/shot]

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          • #6
            Those last pictures look amazing! Well lighting could be better(Have a look at Hourence's lighting tutorials if you care enough)

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            • #7
              thanks!
              Have a look at Hourence's lighting tutorials if you care enough
              where exactly are they?
              i can only find a few tutorials for unreal engine 3 and one basic tutorial for ue2...

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              • #8
                That looks incredible so far.

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                • #9
                  Originally posted by UnShame View Post
                  thanks!
                  where exactly are they?
                  i can only find a few tutorials for unreal engine 3 and one basic tutorial for ue2...
                  I just checked and couldn't find them either, I assume that Hourences has removed his old tutorials seeing that many of his other tutorials disappeared as well!

                  Anyway what I mean is that the rooms look almost unlit, I know they aren't but the problem is that there's either too much Ambient Lighting from your ZoneInfo or that your lights have a too high radius. The idea is to remove every light and only have one infront of ever single light mesh and then have a realistic radius and balanced brightness, the end result would be a much better looking room as the eyes see it as something more realistic and thus less unlit, also adds some nice shades and shadows But hey this isn't necessary, many maps do this wrong or even games. In case that you did the above already, well then I guess the settings aren't balanced well for me to notice.

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                  • #10
                    I automatically like this map because I like modern interior maps, SPECIALLY modern interior maps that have nice detail in them

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                    • #11
                      The map looks gorgeous indeed already.

                      Eliot might be right that the lighting could be improved, although I think the general feel is okay for a bright sunny day. (seeing that the areas around the windows are lighter than the rest)
                      But if those lamps are thought to be switched on, I recommend trying to make the area under them lighter too, preferably with a similar intensity to the window areas. That should make it look better.

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                      • #12
                        preferably with a similar intensity to the window areas.
                        areas around the windows are actually lit automatically with the sunlight actor in the skybox
                        i'll try lowering the ambient brightness and adding a bunch of small lights to simulate realistic lighting like eliot said
                        also i'm probably going to release two versions of the map: one with realistic scale and assault style gameplay with attackers and defenders and another upscaled for trials
                        bad thing about ut2004's movement system is that it makes everything look small because you're moving so fast...

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                        • #13
                          Originally posted by UnShame View Post
                          areas around the windows are actually lit automatically with the sunlight actor in the skybox
                          I know. Or at least I guessed.

                          I meant that you reproduce the same light-difference under the lamps. IF they are meant to be switched on.

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                          • #14
                            This looks like some quality stuff, good job.
                            I am eager to see.

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                            • #15
                              so i experimented with the lighting a little bit in one room and i think it looks better now
                              [shot]http://iceimg.com/i/b5/9a/5a9b1e7001.jpg[/shot][shot]http://iceimg.com/i/34/fc/39e49860ef.jpg[/shot]
                              (now/before)
                              what do you think?

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