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Phopojijo
March 3rd, 2009, 12:23 AM
Hey guys...

Yeah work has been slow with -- you know -- 4th year Physics Thesis and all... but it's looking like I'm making some good progress on CTF/JB-Skyhook.

http://img.photobucket.com/albums/v342/Phopojijo/skyhook_cubemap.jpg
http://img.photobucket.com/albums/v342/Phopojijo/skyhook_cubemap2.jpg

Quite a few lifts, teleporters, and jumppads to get you pretty much anywhere within a couple of seconds. Reminiscent of CTF-Face.

Two side buildings, one has a lot of weapons, one has a switch (or Warfare node if possible) to turn on and off base shielding.

When your base is shielded... your CTF-Flag is unreachable to enemies until the shield is dropped.

That's the run-down basically.

The "background" is it's a research center suspended in the sky that has been gutted for the NEG to create a jail. Instead of... you know... general workplace safety -- two respawners were installed to regenerate those who unfortunately didn't mind their footing. It was cheaper than railings.

Anywho... yeah... a little progress. It's looking like a Mid-May release (just in time for Phase3 MSUC)

((Yes that's just a single work light... I haven't added detail meshes or lighting yet.))

itszutak
March 3rd, 2009, 01:53 AM
Looking nice! (Reminds me that I need to get UT3, and I need to get it NOW D: )

Although I'm not liking the texture placements-- they just look..."unnatural". Ill-fitting.

That's about it for complaints.

jngrow
March 3rd, 2009, 01:56 AM
Yay, creative UT3 maps. IMO, Epic is underrated when it comes to the creativity and uniqueness of a lot of their maps, albeit a lot of them are just variations on "lol evryne dies"

Warsaw
March 4th, 2009, 02:03 AM
Yes, but the gameplay on Epic's maps is very good, even if they are all rehashes of old UT GotY maps.

Lookin great Phopo, can't wait to play the finished product, as "flying maps" like this are my favourite type...=D.

Phopojijo
April 27th, 2009, 12:34 AM
Inside one of the "side buildings"... the abandoned "Pie in the Sky" cafeteria.

None of the lighting has been done... most of the detail is in the lights... these are just work lights so I can see as I place crap.

Looking towards the back -- teleporter, ramps to 2nd floor, waterfalls... ((Power Node will be placed right in the middle of the water))
http://img.photobucket.com/albums/v342/Phopojijo/skyhook_atrium.jpg

Looking towards the front -- glassed in rock garden for the engineers to relax in front of.
http://img.photobucket.com/albums/v342/Phopojijo/skyhook_atrium2.jpg

Phopojijo
April 27th, 2009, 06:06 PM
Actions speak louder than words, and builds speak louder then screenshots.

Pre_Alpha_Build 05 -- An idea of the layout. (http://www.loosescrew.ca/SkyhookPreAlphaBuild5.zip)

Obvious things wrong with it -- not everything is textured, needs a LOT more decoration meshes (some custom ones I've not even imported yet), more than just work lights, teleporters, lifts...

... Basically the sides of the bases have lifts going to the office and the atrium.

Llama Juice
April 29th, 2009, 02:13 AM
Tip on lighting in UT3... don't bother with lights at all really until you have some actually placed in a perminate way... if you need to see stuff while you're placing it, go into unlit mode, and while you're testing pull up the console and type in viewmode unlit to see where you're going lol

The resource hit you get from trying to place things in lit mode is just silly.

Also... from those screenshots... uhh... go apeshit crazy with polies dude, no need to skimp that hard on them. Unreal can handle it lol

Phopojijo
April 29th, 2009, 11:28 AM
That's the plan.

Didn't know about viewmode unlit... too late now though I guess.

... not that right-click "add point light" and making it a really big radius is really all that difficult.

Llama Juice
April 29th, 2009, 04:19 PM
If you hold L and click in the viewport you'll add a point light too FYI. Yay for shortcut commands.

EDIT: lol wrong button. hit L, I said P before. Silly me.