DoW2 Map In Progress
#5938 posted by - on 2009/08/20 14:19:20
http://h.imagehost.org/0281/Mirage_1.jpg
http://h.imagehost.org/0576/Mirage_2.jpg
http://h.imagehost.org/0484/Mirage_3.jpg
From the other day, just showing the layout
http://h.imagehost.org/0454/OasisOfWar2.jpg
Much detailing still to be done, but it's coming along quite nicely. It's theme is unique to DoW2, being a mashup of Desert and Jungle enviroments to make a somewhat Tropical Paradise. This will be me entry to the Community Map Creation Contest run by Relic.
http://www.gamereplays.org/dawnofwar2/portals.php?show=page&name=dawn-of-war-2-map-competition
#5939 posted by Trinca on 2009/08/20 16:47:48
lol i dont even know what is doW... doW2? roulf
look like a far cry map but with no details!
Hmm
#5940 posted by nonentity on 2009/08/20 19:59:29
Dawn of War 2.
Looks nice scamp, good fusion of themes. When I saw the game screens I was imagining something more beachy tho (compared to the layout shot), I'm aware you need to keep gameplay balanced between sides, but possibly have sea as one of the shared outer edges of the map (ie, top or bottom). Sand/beach in the middle of green hills seems strange...
And good luck with the contest :)
#5941 posted by - on 2009/08/20 20:43:00
Oh I fully relieze the strangeness. Originally thought of making the entire map an island, but a problem I would've had to deal with was hiding the edges of the map if you tilted the camera to a low angle. Instead, I decided 'fuck reality' and went full bore with something as unearthly as a landlocked beach.
Probably In The Plan
#5942 posted by ijed on 2009/08/20 21:08:14
But more buildings - stuff without human sized apertures / dimensions.
#5943 posted by negke on 2009/08/20 23:01:58
look like a far cry map but with no details!
Haha, indeed.
So just make it an island in a crate! Like that toilet map of yours, only 'used' this time.
(Ok, if you must, maybe in a Borg cube then, to comply with the scifi setting...)
So
#5944 posted by Jago on 2009/08/22 13:10:52
Noone has UnrealED3 (UT3) installed?
#5945 posted by Trinca on 2009/08/22 16:16:29
jago what for?
pure crap ~:p
please come back to Quake
enought of wasting your time!
Trinca
#5946 posted by Jago on 2009/08/22 16:34:49
Sure, when it does 80k tris at 100+ fps on mediocre hardware and comes with a nice assortment of prebuilt meshes.
Jago
#5947 posted by Zwiffle on 2009/08/22 17:18:53
I have it installed, and I could run it, but I haven't used it in quite a while and am not really inclined to since I have no plans to map for or play UT3. My condolences.
Last Time I Checked
#5948 posted by Text_Fish on 2009/08/22 19:37:51
the world was pretending UT3 doesn't exist.
I Quite Like The Game
#5949 posted by RickyT33 on 2009/08/22 19:49:48
I Don't Get It.
#5950 posted by Text_Fish on 2009/08/22 19:59:40
All the weapons feel flimsy and the visuals have so much 'cyber-punk' grime and lens flare shoved on top that it's nigh impossible to tell what's going on.
#5951 posted by necros on 2009/08/22 20:52:15
maybe screenshots for us who don't have ut3?
Screenshots
#5952 posted by Jago on 2009/08/22 21:37:42
#5953 posted by JneeraZ on 2009/08/22 21:57:22
I like the basic structures and things. Looks like some fun fighting areas there. As you said, very WIP but promising!
#5954 posted by necros on 2009/08/22 21:59:58
i don't think the red brick is that bad, honestly. is there a dirtier version of that texture though? the metal looks pretty grimy but the bricks look pretty new. course, it depends on what look you're going for. full on tech, yeah, you probably want metal walls but if you want industrial, bricks aren't a bad choice.
second and third shots have a nice look to them. i think keeping the amount of symmetry low would be good (but shot 3, for example, should stay symmetrical for contrast)
my only beef is that the map is so full of mesh objects it's hard to see what the underlying brushwork is, but on the other hand, i know that's pretty much how all modern maps are made these days so it's not really a valid complaint. it's just that, for example, shot 1 is basically a square room. the machine mesh objects don't really seem part of the room.
#5955 posted by Trinca on 2009/08/23 01:48:26
look nice and i�m pretty sure will look much better with lights!
now make a Quake remake to :p
Yep
#5956 posted by nitin on 2009/08/23 03:47:35
just need a dirtier brick texture IMHO. DOesnt have to be red but something like a higher res kingping texture.
Kingpin
#5957 posted by necros on 2009/08/23 03:58:44
that's exactly what i was thinking about, now you mention it :)
like it's got 50 years of soot and grime built up.
Nice Shots !
#5958 posted by JPL on 2009/08/23 09:35:52
I love the architecture, particularly the mix in between old school bricks and techno-pillars... I'd really like to see it ingame with the real lighnings now ;)
UT Stuff
#5959 posted by sock on 2009/08/23 17:01:57
@Jago, I like the first screenshot, are those standard mesh objects or something you have created yourself? Sorry not that familiar with UT yet.
@Scampie, Are you going to create any building objects yourself or just terrain and prefabs?
@ Sock
#5960 posted by Jago on 2009/08/23 22:54:56
All the meshes are from stock UT3.
It's actually kind of dictating the way I have to build things. If one is capable of making his own meshes and textures, it's quite easy to just map out the entire raw layout with very few CSG brushes and then just fill out the entire map with custom meshes as you see fit.
However, if you are incapable of making your own meshes and have to rely on the ones available to you, this doesn't quite work. You need to have every room and every corridor filled with at least SOME major mesh detailing pretty much from the start, because they will give you a sense of scale and since you can't make your own, you will at times be building your map around the available meshes instead of building custom meshes to suit your map.
Sock
#5961 posted by - on 2009/08/24 00:09:32
The editor is lacking a ton of support for custom assets, so I am limited to the assets that came with the game, and also limited by the terrain material shaders to an extent (the terrain shaders are combinations of a 'dirt' texture for horizontal areas of terrain and a 'cliff' texture for vertical areas of terrain). It's fine for this, being that I am limited on time as I intend to enter it into a contest, but I hope in the future they'll extend the tools a bit so I can do some custom models or could give a better texture selection for a more unique theme.
http://h.imagehost.org/0313/Detail.jpg
As you can see here, I stick to grass around the grey cliffs, as there is no blend shaders to go from sand to that specific rock (only to rather ugly brownish red desert rock cliffs) but the grass and grey rock have blends.
Also, started to add more little details with decals, which are quite nice since I can modify their opacity and color on a per decal basis. Also help alot in hiding some of the 'pixelation' of textures blending between each other at odd angles
#5962 posted by JneeraZ on 2009/08/24 01:31:18
"The editor is lacking a ton of support for custom assets"
Sorry, but what do you mean here? UT3 doesn't support importing of custom meshes? I'm 99% sure that it does. It won't let you create those meshes inside of UnrealEd but that's not unreasonable.
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