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VCTF-GoldDigger-B2 (DL/Pics)

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    VCTF-GoldDigger-B2 (DL/Pics)

    Name: VCTF-GoldDigger
    Version: B2
    Compatibility: UT3 2.0, PC only for now
    Comments: I've been working on this map for a long time, and figured it was time to present it to the community!

    Screenshot:








    Credits: THANK YOU to bclagge (So's_Your_Face) for all the help with lighting, emitters, etc. He really made this thing come to life! Thanks to UTF and BGE for all the testing, Comador for the awesome minimap and map testing as always, Cherries_On_Top for the base design. Remus for the planet material in the sky.
    Homepage: http://www.utforce.com


    Download: http://utforums.epicgames.com/showthread.php?t=666264

    #2
    Isn't this like beta 26?

    I'll give it a go!

    Comment


      #3
      Wow... I love the colors!

      Comment


        #4
        Originally posted by Morgfyre View Post
        Isn't this like beta 26?
        Yeah, but the first *public* beta. Which is why I called it B1 instead of Beta 1, even though everyone's going to assume it means Beta 1 to them anyways. It's called creative branding. Or imagineering. Or something.


        Originally posted by Kazimira View Post
        Wow... I love the colors!
        I'd like to thank bclagge one more time for that. If you like the way it looks in the screenshots, wait till you play it. There are some really cool things he pulled off with the night sky theme.

        Comment


          #5
          This just goes to show UE3 is just as capable of color as any other UT game.

          Comment


            #6
            The teleporters on the cranes both took you to the same place (ie were all jacked up). Fixed that too! And fixed the glitch where you can't hoverboard jump on the crane.

            Comment


              #7
              Originally posted by TheVoid34 View Post
              I'd like to thank bclagge one more time for that.
              Oh it's no problem buddy! I'm glad to help. UTF and BGE bringing the color back to UT, one map at a time.
              Originally posted by Kazimira View Post
              This just goes to show UE3 is just as capable of color as any other UT game.
              Absoluetly right! I didn't do anything magic with it. I just used colored lights. Epic designed their maps to be dirty, grungy and washed out. Many if not most Epic materials have desaturation nodes. Throw in some monotone lighting and some colorless fog to make everything more bland and you've got a boring look. They do good contrast at least.

              Voidski - Don't forget to add Remus to your credits. That's his planet we used for the sky. http://forums.epicgames.com/showthread.php?t=652930

              Comment


                #8
                Oh, right! Thanks buddy.

                Comment


                  #9
                  I do have one sudgestion though theres lots of large sections of colord purple and colord green lights same with the lava... Perhaps altering the color of every indavidual light just slightly might help like a slight range of brightness and hue and other things to get each one a very slightly diffrent color but not any more dull infact some lights a bit brightr some a bit duller color wise anyway. If your wondering what sort of effect I mean look at the first Soulreaver game at the begining the first bit in the spectural realm.

                  Comment


                    #10
                    this is the best looking map
                    ever made by you and the map plays good

                    Comment


                      #11
                      Originally posted by Kazimira View Post
                      I do have one sudgestion though theres lots of large sections of colord purple and colord green lights same with the lava... Perhaps altering the color of every indavidual light just slightly might help like a slight range of brightness and hue and other things to get each one a very slightly diffrent color but not any more dull infact some lights a bit brightr some a bit duller color wise anyway. If your wondering what sort of effect I mean look at the first Soulreaver game at the begining the first bit in the spectural realm.
                      Well, the purple light is a single sky light, and the cyan light is a single directional light. So I can't add any variation to them. The lava, imo, should give off a very consistent and even glow, considering the nature of the light source.

                      Comment


                        #12
                        Shame you cant have the old discolights system with yellow orange and red going off at once.

                        Comment


                          #13
                          Sweetness! Are the crazy asteroid showers of awesomeness being implemented, or are they a no-go?

                          And nice job Void/So's/Cherries.
                          You guys am da rulz.

                          Comment


                            #14
                            The shooting stars are there. They're not "crazy", but they are awesome. It's a subtle effect, but I'm really happy with how it turned out.

                            Comment


                              #15
                              Fixes for the next version:

                              done -rear crane blocking volume
                              done -can't hoverboard jump on sniper ledge
                              done -move avril across from sniper in base
                              done -put more boots above rear exits in base
                              done -make windows in base
                              done -more avrils under crane?
                              done -colored jump pads
                              done -health vial cluster at jump-lift spot in base
                              done -flight nodes for raptors
                              done -lights on back doors w/ health in base
                              done -turn down machinery noises
                              done -distortion waves on lowest visual settings?
                              -minimap
                              -populate inside of bldgs
                              -defense nodes
                              -colored jump pads by raptors

                              Comment

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