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Thread: PimpCon 2004

  1. #1
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu

    PimpCon 2004

    Make a picture of whatever you are building right now go on the forums.
    (confession: I want to see a goddamned bigger angle on whatever Ulu's making, and also see how SubEff is getting on with that terrain)
    ¬¬


  2. #2
    Member
    Registered: Feb 2001
    Ooo, ebil looking UT2K(3?) map from teh crafty pimp master!

    I need goopy flesh type stuff. I'll pimp when I've made goop.

  3. #3
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    I have a shitload of goopy flesh-type textures I ripped out of Unreal 2, if you want them.

  4. #4
    SubJeff
    Guest
    Awww man, I feel really bad now. Since I found out how to use textures I've been really busy with uni (and still messed up my emergency medicine assement - "loose cannon" they call me. I say "dangerous" and "need to do hella more work")

    Nice tower GBM. Could be used in Nightblade methinks.

    Anyways, terrain is really secondary to what I am making. I just need terrain for it to stand on. It'd look stupid otherwise (or at least not as good). Besides, I want to have some outside areas. Not many, but it would be nice.

    I WILL post screens as soon as anything is done.

  5. #5
    Member
    Registered: Oct 2000
    Location: Massachusetts
    Quote Originally Posted by Subjective Effect
    I WILL post screens as soon as anything is done.
    Quoted for agreement. My map is moving considerably slower than it should be.

  6. #6
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    Hrhm.
    See, I was kinda hoping we could have some fun with In Progress screenies... I dunno. It's always interesting to me to watch things take shape. Already I've started branching that tower structure into a little half-moon courtyard, and the map has evolved from a straight CTF to a sort-of Facing Worlds setup (with a small town area in the center instead of a pyramid or whatever) but I scrapped that entirely for more of a full-on Facing Worlds look with some terrain that is causing me a headache at the moment.

  7. #7
    SubJeff
    Guest
    One problem is that my level will double up as a TDS single player FM (depending on if the TDS editor is finally released). So I don't really want to spoil it.

    Therefore it may seem stupid for me to make it as a NightBlade map. But it won't be complete before Nightlblade comes out and I'm sure news of Flesh will be finalised by then. If Flesh is being released I will hold back the NB version for a while.

    But I don't mind showing some of it. You can see it all and have it spoilt if you really want.

    I love that sky btw GBM. And what is going on with your weapon and stats icons?

  8. #8
    Administrator
    Registered: Sep 2001
    Location: above the clouds
    I might if this was a more general forum. I'm a CryEngine man at the moment.


    Anyway, nice lighting there GBM. Although, I'm not that keen on Unreal's lighting generally, especially on static meshes.
    Last edited by scumble; 23rd Sep 2004 at 10:04.

  9. #9
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    Lighting's what you make it.
    Anyone who makes a map diseased with "Unreal Disco Lighting" is a retard, and doesn't understand things very well.

    Combinations of high-intensity / low-saturation (or, in the bizarro-world of UEd properties, high-saturation numbers) / low radius lights with low-intensity / high-saturation / high-radius lights work astonishingly well. Plus a touch of sunlight and various globals.

    The lighting in the level looks a lot better now than it does in those shots, even... Tweaks are ongoing, and I always start with very roughly-sketched illumination, just to see how the light flow is going. (There's something you never read about: Lighting flow is as important as BSP flow in terms of directing the player's attention / movement)

    I am incredibly judgmental about maps when it comes to lighting, and you'd have to have made a hell of a themed map like Purisma or Aristocracy to even try getting away with dropping saturation levels below 180.

  10. #10
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    Nearly finished the architecture

    There's still some railings or something I'll have to figure out to hide the omg stark corners on some of those edges, and I'll probably still end up adding more dim lights to soften certain things out. Ambient light, sunlight, skybox all sketch and temporary values. They're next.

  11. #11
    Member
    Registered: Oct 2000
    Location: Massachusetts
    That's hot. Is that for 2k3 or 4?

  12. #12
    ThieveryUT
    Member

    Registered: Dec 1999
    Location: Berlin
    Hm, good idea for a thread.

    As soon as I'm getting my new computer, will add to this thread a bit!

  13. #13
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu

    Artfag Pimpalicious

    (went a bit silly with some screenshots...)

    1
    2
    3

    This bloody thing still doesn't have a name. >:|

    Weapons are placed (pending playtesting) and today is the day of zoning, setting up AI fun (jump points, sniping volumes, etc), and seeing how much basic botpathing I can get done.

    The BSP is such that very minimal BlockingVolume use is necessary, but I'll probably want to pop a couple of Anitportals somewhere. It runs smooth like glass right now, but get 10 combatants winging link guns and rockets at each other and it might slow down a touch.

    (edit)
    Building the first bits of sky (not artfaggy)
    1
    2

  14. #14
    SubJeff
    Guest
    That really looks good GBM. Are you just mapping fot UT2k4 or are you going to map for some of the mods? (Do you play any mods?)

  15. #15
    SubJeff
    Guest
    Just to say I'm going on elective for 2 months so I'll be off the broadband.

    BUT I'm taking my compo with me and I WILL post some pics asap.

  16. #16
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    I am all garbled with the side / rear access to the flag bases. The architecture is woefully shit, and I've been trying a few ideas about rebuilding it. I could resort to jump pads or teleporters, but those are real cop-outs most of the time, and certainly would be in this case.

    The trouble is that the map is now big enough that a rebuild to test new BSP takes a few minutes, and that's such a grind that I lose enthusiasm after an hour or so. So things have slowed considerably in the last stretch, as they tend to.

    Weapons, pickups, antiportals all placed. Everything except jump spots and AI scripts are in place as far as the botpathing goes (which means I've really only just put the pathnodes everywhere), and I still haven't zoned everything.

  17. #17
    ThieveryUT
    Member

    Registered: Dec 1999
    Location: Berlin

    A few minutes! A few minutes! These young'uns... Oh, I remember rebuilding Thievery maps and TH-Flats took an HOUR for a full rebuild, and I didn't complain, I made me a pot of tea.

    A few minutes! Why, I'd waggle me walking stick at you, were I to have one at hand.

  18. #18
    Member
    Registered: Jan 2004
    Location: Back Home


    Doom 3 map compiles are measured in miliseconds, and rarely take more than a minute to complete (even the large SP missions).

    Unified lighting engines, I am your beatch.

  19. #19
    Member
    Registered: Nov 2002
    Location: Georgia
    wow, never seen that thread necro post warning before

    but i had to ask how the map is going GBM, it looks boss!

  20. #20
    Previously Important
    Registered: Nov 1999
    Location: Caer Weasel, Uelekevu
    Everything is currently on hold while I do something way more important in another corner of my life. Map's still alive and fine, though it's being remeshed now that 3ds Max started working again, and I think I'll be retooling it for 2k4.

  21. #21
    SubJeff
    Guest
    There are only a few weeks to Xmas now and unfortunately RL has taken me over ("She's taking me over. . .").

    So All You Dark Gods (working title) will have to wait until pimpcon2005

    And T3Ed may be oot soon, so work may switch altogether. In any case, I'm not reporting back until I have something substantial. Map work on hold. Indefinately.

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