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DM-Mégane

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    DM-Mégane

    Name: Mégane
    Game type: DM / TDM
    Version: 1.0
    Players: 6 - 12
    Requirements: UT3 + patch 2.1 + Titan Pack
    Story / Histoire:

    Following the deconstruction of an office building, the board of directors of Mégane city decided to sell the site. The city approved several private companies to build a underground housing project. Therefore, countless fights took place between the different companies. Following their endless quarrels, it was decided by the board to abandon the idea.

    Suite à la déconstruction d’un édifice à bureau, le conseil d’administration de la ville de Mégane a décidé de vendre le site. La ville a donné son approbation à plusieurs entreprises privées de construire un projet domiciliaire souterrain. Hors, d’innombrables disputes ont eu lieu entre les différentes entreprises. Par conséquent, suite à leurs querelles interminables, il a été décidé par le conseil d’administration d’abandonner l’idée.

    [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-1.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-2.jpg[/screenshot]
    [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-3.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-4.jpg[/screenshot]
    [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-5.jpg[/screenshot] [screenshot]http://stevelois.files.wordpress.com/2012/05/dm-megane-6.jpg[/screenshot]

    Downloads:

    Game-Maps, Mapraider, Mediafire, UT-Files

    Installation:

    Extract the archive into :

    “My Documents\My Games\Unreal Tournament 3\UTGame\Published\CookedPC\CustomMaps” directory. If this folder is not currently on your system, you can safely create it. The archive contains :

    DM-Megane.ini
    DM-Megane.txt
    DM-Megane.ut3
    DM-Megane_LOC_int.upk

    Details:

    For this theme, It’s the first time I use a combination of brick and techy meshes & materials. My inspiration come from stock maps but as always, I use my own style of mixing the assets to obtain a different look and atmosphere. I also want to obtain an UT99 feel to it. The blue and red colors are pretty much dominant in UT99. My goal is to obtain the classic look and feel by using colors and no saturation. The main color is yellowish and all areas use little spots of blue and/or red colors like in the old times. Expect contrast and darker lighting in many spots, like in real life.

    The features:

    - Many broken / rotating fans
    - A custom emitter for the dark smoke
    - A garage door that move up / down
    - A huge hi-tech tower with 2 rotating sections
    - A platform of crates that goes up
    - A yellow vibrating machine
    - 2 floating / moving barrels in the water
    - Red flashing lights for some defective machinery
    - Many custom made materials (made for all buildings outside the play area, all floors, etc) and 3 custom meshes
    - Enhanced many stock materials by adding more details maps, tweaking specularity, etc
    - The map as been optimized for TDM

    #2
    Umm, stevelois, invalid URL link of Mediafire...

    Comment


      #3
      C'est beau Steve. Combien des temps est-ce que tu travailais sur cette map?

      Comment


        #4
        Originally posted by Tux Android View Post
        Umm, stevelois, invalid URL link of Mediafire...
        Odd, but fixed

        Originally posted by DougClayton4231 View Post
        C'est beau Steve. Combien des temps est-ce que tu travailais sur cette map?
        Merci bcp. J'ai travaillé sur cette map depuis mi-Décembre 2011. Ça représente 5.5 mois de dur travail. J'espère que tu vas aimer

        Comment


          #5
          YAY!! Other great map to my collection lololo

          Comment


            #6
            Originally posted by stevelois View Post
            Odd, but fixed
            Thanks, I was viewing this map quickly on time (GMT-4, 10:31 AM) and proceed to download on 01:08 PM, I will check it out the "final release" later.

            Comment


              #7
              I have to say hats off, this is one hell of good map Steve. Apologies I didn't get around to reviewing during beta but from what I could tell you didn't leave much left to change. The large size took me by surprise but I've come to appreciate over time.

              I really admire the lighting, it elaborates an ambiance that molds itself around the theme so well. The meshing, architecture and theme are a culmination of so many good idea, I got a kick out of all the extra details you added both inside and out. Those city building surrounding the map are very cool too, I'm impressed how far you've pushed the asset set. The articulated layout offers so many possibilities making a map that has tons of re-playability, top job.

              Some highlights that I found really cool:











              I find my self still learning alternatives routes and strategies on offer here. Thanks for all your efforts Steve, top job.

              Comment


                #8
                One of the finest!

                This is wonderful Steve, the title of this map is a French and looks cool indeed (give me a definition here mate)! Pretty cool about meshes, lighting, architecture, sound effects, skybox, buildings, fans, pipes, alternative areas, and some other stuffs I've mentioned that added into an unique atmosphere. Gameplay is good, z-axis fun, and the bots are fine here (and tough also).

                Comment


                  #9
                  Originally posted by DarkSonny07 View Post
                  YAY!! Other great map to my collection lololo
                  He he, enjoy dude

                  Originally posted by Achernar View Post
                  I have to say hats off, this is one hell of good map Steve. Apologies I didn't get around to reviewing during beta but from what I could tell you didn't leave much left to change. The large size took me by surprise but I've come to appreciate over time.

                  I really admire the lighting, it elaborates an ambiance that molds itself around the theme so well. The meshing, architecture and theme are a culmination of so many good idea, I got a kick out of all the extra details you added both inside and out. Those city building surrounding the map are very cool too, I'm impressed how far you've pushed the asset set. The articulated layout offers so many possibilities making a map that has tons of re-playability, top job...I find my self still learning alternatives routes and strategies on offer here. Thanks for all your efforts Steve, top job.
                  THX for the detailed review bro & for sharing your preferred areas with the pics. I'm happy you like it & this kind of review is my personal reward Have fun bro

                  Originally posted by Tux Android View Post
                  This is wonderful Steve, the title of this map is a French and looks cool indeed (give me a definition here mate)! Pretty cool about meshes, lighting, architecture, sound effects, skybox, buildings, fans, pipes, alternative areas, and some other stuffs I've mentioned that added into an unique atmosphere. Gameplay is good, z-axis fun, and the bots are fine here (and tough also).
                  Ha ha THX m8

                  Mégane is a first name which I found very sexy, mysterious. I like to choose a name that have character, like Fatima per example. Next one in the work will be call DM-Maria hihi

                  So I'm happy of your good words m8

                  Note: I'm happy everyone really like the lighting in this level. It was a good experience working with bright red & blue with the main yellow. I'm happy my visual goal please everyone so far & I like to make different stuff from map to map. It's more fun to make since it's different & you learn more by experiencing a different theme each time as far as I'm concerned

                  The next one will use Necris assets. Still, my goal is NOT to obtain the look that have that depressing look & feel like the stock maps with the ugly tentacles or that overuse green Bloom / DOF & go another way.

                  Comment


                    #10
                    Originally posted by stevelois View Post
                    He he, enjoy dude


                    The next one will use Necris assets. Still, my goal is NOT to obtain the look that have that depressing look & feel like the stock maps with the ugly tentacles or that overuse green Bloom / DOF & go another way.
                    Some kind of inferno-turkish mixture map for a necris map? Sounds good!

                    Comment


                      #11
                      As I commented in the UOF thread, excellent job with this one M8!
                      Layout, visuals and especially the lighting is very nicely done!

                      Comment


                        #12
                        Originally posted by DarkSonny07 View Post
                        Some kind of inferno-turkish mixture map for a necris map? Sounds good!
                        Yeah

                        Quite a mix I have in mind...

                        - I'll use simple meshing for the deco. I mean nice to look at but not to much meshes witch result in heavy polycount (not like Nano for example). Few houses, towers and simple architectures with arches here & there.
                        - I'll use some of the Necris assets only. The one I found to be the nicer for my taste (I don't like much of them but I found some to look awesome lol).
                        - I'll use meshes that have the Turkish look & will apply a clean material so it contrast more with the dark rock material. Only the Belt area will use some damaged / burned material. I'll use clean BSP floor too.
                        - I'll use many blue trims, floor tiles to add more contrast to the scene which I really love
                        - No saturation & a nice color mix of yellow to red for the surrounding with a blue tint for the shadows.
                        - No ugly tentacles nor green stuff nor green fog. Classic look all the way instead (orange - blue). The lower part of the fog is orange while the higher part is blue.

                        So this is the result so far

                        [screenshot]http://img256.imageshack.us/img256/3953/mariaalpha.jpg[/screenshot]

                        Originally posted by Lord_PorkSword View Post
                        As I commented in the UOF thread, excellent job with this one M8!
                        Layout, visuals and especially the lighting is very nicely done!
                        THX bro for posting in both forums, I appreciate very much

                        Have fun bro !

                        Comment


                          #13
                          Originally posted by stevelois View Post
                          Yeah

                          Quite a mix I have in mind...

                          - I'll use simple meshing for the deco. I mean nice to look at but not to much meshes witch result in heavy polycount (not like Nano for example). Few houses, towers and simple architectures with arches here & there.
                          - I'll use some of the Necris assets only. The one I found to be the nicer for my taste (I don't like much of them but I found some to look awesome lol).
                          - I'll use meshes that have the Turkish look & will apply a clean material so it contrast more with the dark rock material. Only the Belt area will use some damaged / burned material. I'll use clean BSP floor too.
                          - I'll use many blue trims, floor tiles to add more contrast to the scene which I really love
                          - No saturation & a nice color mix of yellow to red for the surrounding with a blue tint for the shadows.
                          - No ugly tentacles nor green stuff nor green fog. Classic look all the way instead (orange - blue). The lower part of the fog is orange while the higher part is blue.

                          So this is the result so far

                          [screenshot]http://img256.imageshack.us/img256/3953/mariaalpha.jpg[/screenshot]



                          THX bro for posting in both forums, I appreciate very much

                          Have fun bro !
                          Thats an unussual style mapping in ut3, is something fresh that style you explained, I preview a sexy and another interensting map. I think those blue tint could be between turquoise blue and something but weak green tints over it ...mm sound very promising. The inferno style I would like to see that style in map like this

                          Comment


                            #14
                            Mapraider download link added

                            Comment


                              #15
                              Wow, you have been busy! That Turkish map does look very cool. I'm wondering, what do reckon of including some lava bubble emitters in the surround area. I'v seen it some other maps and thought it would fit, just an idea.

                              Keep up the great work, looking forward to some more screenshots.

                              Comment

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