DB-Wastelands
Moderators: Jay2k1, DavidM, The_One
DB-Wastelands
this is a map for ut2004 and ut2004 only.
this is something iv been messing with for a few weeks now, no thanks to my beta testers and their ideas
it looks like:
it is raining. it is smallcube sized. it utilises some static meshes from parkar (static reality), and i stole fee's (<3) logo's.
this is a link to it. click me for map 1.45MB of map.
give it a whirl and let me know your comments.
this is something iv been messing with for a few weeks now, no thanks to my beta testers and their ideas
it looks like:
it is raining. it is smallcube sized. it utilises some static meshes from parkar (static reality), and i stole fee's (<3) logo's.
this is a link to it. click me for map 1.45MB of map.
give it a whirl and let me know your comments.
Armagon wrote: That outside area is from the UT2004 introduction level isn't it? It looks very similar.
essentially, with a little tweaking and a court shoved in the middle of it
Imaginos wrote: Cool.. This one is out of beta now? I'll up it to the server for public testing once I get off duty.
yeah, its final (ish... i think its done.. any problems are the fault of slack beta testers )
onge: your time will come soon
ok froste, could find your email anywhere, then i'll write it here
[about new version he gave me]
it feels pretty good, and the houses lost their "uberdimesional shelf" look
just some things
-detail settings
make sure all meshes that can be removed are gone in lowest detail setting; several gone in medium; all there in normal. i think you got some detail settings, but most important is, that everything is gone in lowest detail
-the wall textures of the arena are overstretched i guess. should be scaled in a ratio of 1x1, same for the trim
just looks stretched to me
-add some puddles (with environment map)
-dunno if the atmosphere you are trying to create is coming across properly, its missing some "movement".
the environment is static
at least add some lightnings from time to time
and any other things that make it a bit more dynamic. like houses burning...or moving spotlights
-i'd make the fog darker to give it a bit more desolated mood
then make sure the meshes are all yours and we are ready to go
[about new version he gave me]
it feels pretty good, and the houses lost their "uberdimesional shelf" look
just some things
-detail settings
make sure all meshes that can be removed are gone in lowest detail setting; several gone in medium; all there in normal. i think you got some detail settings, but most important is, that everything is gone in lowest detail
-the wall textures of the arena are overstretched i guess. should be scaled in a ratio of 1x1, same for the trim
just looks stretched to me
-add some puddles (with environment map)
-dunno if the atmosphere you are trying to create is coming across properly, its missing some "movement".
the environment is static
at least add some lightnings from time to time
and any other things that make it a bit more dynamic. like houses burning...or moving spotlights
-i'd make the fog darker to give it a bit more desolated mood
then make sure the meshes are all yours and we are ready to go
Last edited by DavidM on 11-06-2004 12:35, edited 1 time in total.