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    DM-Sludge [Pics]

    Name: DM-Sludge
    Version: 1
    Compatibility: UT2K4
    Description: An old sewer converted to a jail that has since been abandoned from the riots.
    Comments: N/A
    Screenshot: N/A
    Credits: Mark "HellMark" Damico
    Homepage: www.markdamico.com
    Download: N/A

    This level is actually designed as an environmental piece for my portfolio. However, I'd like to eventually itemize, optimize and turn it into a DM level once I'm done. It's runs pretty well now on a mid-range rig without any real optimization. I'm hoping to get some feedback here and also see if anyone would be interested in seeing this as a DM map. Everything is custom except the textures for the torches which are stock UT2k4. Every piece of geometry are static meshs. I created the textures using Photoshop, used Maya to build the level and then imported and lit it in UT2K4. Thanks for any feedback.






    #2
    Wow, Yes please.

    I would love to see this as a DM map.


    Welcome to the forums HellMark

    I would also dearly appreciate if you'd email me when she's ready :up:

    PS email link in my website and I have to update that soon :alien:

    Comment


      #3
      Looks great.

      I sent you a pm

      Comment


        #4
        i'm guessing its some kinda sewer, it looks alright but that liquid your using looks a bit shifty .

        Some spider webs would look the part here as well:up:

        MsM

        Comment


          #5
          Great looking pics, man! Is there gonna be a beta or something?

          And I remember you as a mapper a few years back....wasn't it you that made the old DM-Batcave for UT? It wasn't a favorite for many but I thought it was interesting. This is a great-looking map you have so far (DM-Sludge I refer to)!

          Comment


            #6
            Homeslice your memory is insane! Props to you.

            Thanks for all the feedback. Currently working on an update based on the feedback I've been receiving. There is still more I need to show such as the hallways leading to prison rooms.

            I'll throw up an update with new shots when I have them and also show some of the other areas of the level. At some point I would definitely like to do a beta to tweak and refine the gameplay for it. I'm estimating the map to be good for about 4-6 players.

            Thanks again everyone.

            Comment


              #7
              Is it possible to get 3d foliage hanging from the walls and cieling? Seeing 2d hanging vines and whatnot in UT2004 maps during this day and age, especially in community maps where almost everything is custom and so nicely done, just makes me want to retch.

              Sorry for the negative feedback, but everything else looks so nice, it's about all I could say. Well, the water looks kinda weird. Maybe a different texture, with a cubemap on it? Or different scaling? It's kinda' hard to tell what's wrong about it from the screenshots.

              Anyhow, it's very nice looking. Good luck! :up:

              Comment


                #8
                Yeah Virax I'm looking into doing something with the moss hanging from the ceilings. It's been one of the main things I've heard. I don't disagree with it. If anyone has some suggestions or can refer me to a map or screenshot where I can see a good example please let me know. I also think that the moss texture being lower rez than the rest of the textures hurts it a bit as well making it stand out against the rest of the level.

                I don't mind the negative feedback as long as it's productive. Feedback is always good for getting better imo.

                As for the water I think it works well in motion but eventually I need to make the level avaliable for download so people can see it and give me feedback on that. I've got a couple of fluid surfaces using a couple of different shader passes. I'm also using a cubemap for the reflections which can't be really seen well in those shots.

                Thanks for the feedback. Keep'em coming.

                Comment


                  #9
                  it looks cool but the lighting on the meshes really need some work...I mean they look ok at first glance...but then you realize on that last pic the lighting just goes from bright to dark at a certain edge...also it'd be cool if you had some cracks in the ceiling and had some emitter that looks like dust blowing around or a cylinder mesh with a panning alpha texture that looks like dust...or probably both actually...it looks cool though...how deep is that water? ankle deep water is cool but I can't stand water that puts it an inch too deep and makes you go into swim mode....

                  Comment


                    #10
                    Agreed on the dark edges. I've had some issues with lighting static meshes in UED so I've been bouncing around using ambient glow and setting bstaticlighting = false to get them to show well at all. I definitely need more tweaking in those areas.

                    The water is pretty shallow. At no point in the map do you ever go into swim mode. It was designed to be purely decorative.

                    Thanks for the input.

                    Comment


                      #11
                      Question - at any point does the floorlevel vary, or is it all one level? If so, why don't you break up some of those large areas with some difference in floor level... For example, in that third screenshot, it's pretty open, and moderately bland. Right before that corner, you could have a small set of stairs go up to a raised area out of the water, have that little raised area curved to turn the corner, and then have some stairs go back down. On the raised are would be an idea place to put a weaponbase, or a health pickup, or some such.

                      Comment


                        #12
                        oldskool moss, w00t

                        Comment


                          #13
                          Originally posted by Virax
                          Is it possible to get 3d foliage hanging from the walls and cieling? Seeing 2d hanging vines and whatnot in UT2004 maps during this day and age, especially in community maps where almost everything is custom and so nicely done, just makes me want to retch.

                          Sorry for the negative feedback, but everything else looks so nice, it's about all I could say. Well, the water looks kinda weird. Maybe a different texture, with a cubemap on it? Or different scaling? It's kinda' hard to tell what's wrong about it from the screenshots.

                          Anyhow, it's very nice looking. Good luck! :up:
                          i agree, but i think the map is a good idea -- if you need help testing the weapon spawns, armor, and double damage, you should hit me and virax up, we could definately help with item placement

                          Comment


                            #14
                            Originally posted by Virax
                            Is it possible to get 3d foliage hanging from the walls and cieling? Seeing 2d hanging vines and whatnot in UT2004 maps during this day and age, especially in community maps where almost everything is custom and so nicely done, just makes me want to retch.
                            Just because he can make it 3D, doesn't mean he needs to make it 3D.
                            After all, it is a game that is meant to run as smoothly as possible.
                            If someone can make a great looking 2D foliage texture, then I'd much rather see that then throwing thousands of unnecessary polygons at my computer.

                            Comment


                              #15
                              Originally posted by Algor
                              Just because he can make it 3D, doesn't mean he needs to make it 3D.
                              After all, it is a game that is meant to run as smoothly as possible.
                              If someone can make a great looking 2D foliage texture, then I'd much rather see that then throwing thousands of unnecessary polygons at my computer.
                              2d foliage simply cannot be great looking in this generation of games. Plus, 3d foliage can be done EASILY without throwing thousands of unecessary polygons at your computer - look at the foliage in DM-Antalus, for example.

                              It can be done while still allowing the map to run at retail speeds, unless something other than the foliage is slowing it down.

                              Originally posted by sasuke-kun
                              i agree, but i think the map is a good idea -- if you need help testing the weapon spawns, armor, and double damage, you should hit me and virax up, we could definately help with item placement
                              I agree; thorough input on item and weapon placement is a must.

                              Comment

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