Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

Posts: 1820/5173
EXP: 24572984 For next: 476670
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 130 days
|
|
I'm not entirely certain if this thread should go here. However, it's artistic to me I've created my first basic map for Unreal Tournament 3, using terrain and water volumes.
My Terrain map, features terrain with water. There are 4 player starts, one Rocket Launcher, two Rocket Launcher ammo and a Big Keg 'O Health underwater. This has no bot pathing, so they will pretty much just stand there and shoot at you. This is just testing to see if I can create something that looks good. I'm not bothered about the bot pathing and more weaponry just yet. I'd like somebody to review it for me and point out where I could improve on it.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
|
|
|
|
Orlandu
 Holy SwordsMan
Level: 137
   

Posts: 3710/5913
EXP: 30480260 For next: 392595
Since: 01-12-10
From: Las Vegas, NV
Since last post: 4.0 years Last activity: 208 days
|
|
|
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

Posts: 1825/5173
EXP: 24572984 For next: 476670
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 130 days
|
| Posted on 11-02-10 02:47:35 AM (last edited by Zero One at 11-02-10 04:21 AM) |
Link | Quote
| |
Ok, I've got 5 images.
Screenshot 1
Screenshot 2
Screenshot 3
Screenshot 4
Screenshot 5
EDIT: I've been looking at some maps that UT3 shipped with. Specifically, the Asian-based ones. By simply looking at them, I believe I've learned enough to get started on a proper fully-developed UT3 map. I don't know whether it'll be DeathMatch or Capture The Flag yet, but I definately know enough to do both of them 
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
|
|
|
Orlandu
 Holy SwordsMan
Level: 137
   

Posts: 3720/5913
EXP: 30480260 For next: 392595
Since: 01-12-10
From: Las Vegas, NV
Since last post: 4.0 years Last activity: 208 days
|
|
|
Zero One
5170       And as we fall the spirit carries on, That a hero'll come and save us all, As we call the ones we left below, We all dream of the day we rise above
Level: 129
   

Posts: 1840/5173
EXP: 24572984 For next: 476670
Since: 05-24-10
From: Delta Quadrant
Since last post: 1.6 years Last activity: 130 days
|
|
I'm currently working on my second map, CTF-Simple. Simple is not a reference to the level of detail, it's a reference to how easy I'm starting to find it
Here's a sneak preview: CTF-Simple
Although it doesn't look like much now, the amount of work and detail that has gone into that one area is not exactly small. Using a PostProcessVolume, the water creates a blue highlight, so it looks like you are under water. It also blurs everything that is outside of a certain radius to further the effect. The static mesh rocks prevent the player from escaping and falling into the BSP. It also prevents the player from seeing the BSP in the local area. If not, you'd get the Hall of Mirrors effect, which is freaky. The door in the first building is correctly triggered by a TriggerVolume. When a player touches the volume, the door motion plays and it swings open. When the player leaves the TriggerVolume, the door is played in reverse and closes. Out of all of the stuff there, there is only 5 cubes. Everything else is Static Meshes.
____________________ "The last Metroid is in captivity."
And yet, the galaxy is STILL fucked.
Thanks Xkeeper, Bagel and Sanky for the help!
|
|
|