Announcement

Collapse
No announcement yet.

DM-PRESSURE POINT Released! Screenshots...

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • replied
    More non-fileplanet links:
    http://www.beyondunreal.com/dl.php/n...ssurepoint.zip
    http://www.unrealplayground.com/download.php?mapid=2385

    Leave a comment:


  • replied
    non fileplanet link: http://www.fasterfiles.com/pafiledb....on=file&id=148

    Leave a comment:


  • replied
    Alright well thanks for all the feedback, if any one has any more I'd like to hear it

    Leave a comment:


  • replied
    well i beat you to it.. so tough!

    Leave a comment:


  • replied
    hmmmmm...
    i dont know how 2 do maps yet but im learning... and i was going 2 make a map almost like that some forest outside and then u can come in in a metal area.... but it looks cool and i will DL! :up:

    Leave a comment:


  • replied
    cool, it works.

    Leave a comment:


  • replied
    Just click on a bsp surface and goto properties (scaling and panning) and set it's lightmap value to 1 or 2, that's really sharp

    Leave a comment:


  • replied
    Know any tutorials showing how to do that. It's looks alot better that way.

    Leave a comment:


  • replied
    Um, which lights? If you refering to the ones in the 3rd screenshot in the very first post in this thread... the shadows are like that because I set the textures lightmap to be very sharp (2.0), and had those lights as the only light sources in the area making the shadows look really sharp.

    Leave a comment:


  • replied
    Awesome map man, I'm wondering tho, how did you get you lights to do shadows like that?

    Leave a comment:


  • replied
    GIdenJoe, thanks, I'll look into that.

    Helios, yeah, that 'autumn' look is due to a fog transition, your moving from the inside which had orangy type fog to the outside that has grey type fog... if you do it really quickly , you can notice the colour transition for a split second..

    Leave a comment:


  • replied
    Nice map, I really like the lightning in the inside areas wich all in all are nice with good layout. I don't like the biogun area though. Like already said it's kinda cut off from the rest of the map and the tube just isn't enough to make up for that since you can't get through fast and it's a risk going down there. Another thing about that room that bugs me is that it's kinda small and too tight imo.
    Another thing is the outside area. It also needs better connectivity with the rest of the map and I found the looks of it not really fitting with the rest of the map. It was too dark imo.
    When I moved from the inside area to the entrance of the outside area I noticed that the colour of the outside switched (dunno why). I liked the colour that the outside area had during the switching much more, it was more autumn like. Hehe I know this sounds vague but maby this screen helps you out.
    [screenshot]http://www.pointpro.nl/~helios/Shot00011.JPG[/screenshot]

    Leave a comment:


  • replied
    From what i can tell form the screens, this map looks good & you can tell a lot of effort has gone into it.

    The map looks really big as well, is this right?

    Anyway i'ii be downloading and i'ii give you more feedback then, as for the screens the map looks **** good!

    MsM:up:

    Leave a comment:


  • replied
    If you are feeling, you have much inspiration and creativity but you feel blocked by the limited number of static meshes, then you should really get to learn a 3d model package.

    It must hurt that everytime you just don't find what you want in the mesh browser and you have to start making compromises.

    If you get to learn a model package, you can start making things at your own request, you can make your level around your meshes, instead of your level and then add some meshes in it.

    If you are looking for good tuts: www.3dbuzz.com (sign up for free) and when activated and logged in, go to the downloads section. Video tutorials galore. Pick 3dmax or maya, and start watching the vids, by the time you've done with them you will have a basic understanding meshmaking. On the same page, on the very bottom, you have 2 ut2003 level design issue's (for you I'd recommend the second one, because the first one you already know )

    The only things you need to cover in max are, primitives, modifiers, editable poly, uvw mapping, and perhaps some lightbaking but I doubt you'll need that

    Leave a comment:


  • replied
    GIden Joe, thanks for the comments.. I actually did plan this one out from start to finish, but if it doesnt show, well then I must have screwed up big time .. The outside area was part of my theme and design, so I wasn't going to take it out... I actually think it works really well, and seperates it from the rest of those maps that all resemble Quake 1 factories. I don't think the static meshes were used as poorly as you say, but thats my opinion... You do get a much more coherent theme with sticking to just one mesh package, but then your map looks like the map that originally used those meshes.. I find the whole static mesh thing to really limit a map maker (if they can't make them yet like me), so to have some degree of freedom I use different mesh packages the best I can. I agree though, I have to work at making some tighter plans with less 'room corridor room' design.

    Lio Convoy, I never once said anything along the lines of 'best map out there'. I said something like you guys would have fun playing it.. so I don't know where my 'ego' has come from, but I'm sorry you got that vibe.. I did say I think my map is above the average, cause there is a lot of better stuff out there (just a lot worse aswell unfortunately). Thanks for the post.

    Leave a comment:

Working...
X