View Full Version : Level - DM-Mayan
NeoNautica 06-14-2003, 08:24 AM Making a deathmatch map with the Mayan assests and will also be creating some new assests. Got a floor plan drawn up and cleaned up. Will be altered as needed.
Its a 3 tiered mountain with lots of ways to get up and down it. Its like a volcano that shoots water. Planning on using more of UnrealEd's potential with this map. Map will also be smaller than its CTF sibling.
Still drawing concepts for what the insides of the caves will look like.
**Image Removed**
Map is scheduled to be finished on July 11th (or thats the plan at least).
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metal me solid
06-14-2003, 10:59 AM
hhee, back to work eh!? going from yer last work, this will be great, icant wait to see some results ^_^
NeoNautica
06-17-2003, 02:03 PM
No time to take a break... Got started on the level...
After looking at it in UnrealEd I noticed I have a lot more space inside the mountain than I originally planned, so I'll be re-drawing the cave layouts to take advantage of this space.
White cylinder sticking out the top represents the gyzer hole. Will probably make that bigger.
**Image Removed**
I'm thinking of making this one a night level. Have a nice cool feel and put torches around the paths. If pulled off correctly it'll look very sweet :D
NileshXYZ
06-17-2003, 05:38 PM
i like the cars in the background :)
jk
so were do you pick up ammo and guns on the map?
NeoNautica
06-17-2003, 05:47 PM
Weapon/power up placement will be decided later... I've got ideas for where I want certain weapons though...
NeoNautica
06-20-2003, 07:32 AM
Just a little news Update:
XP decided to kick the bucket so for the last 2 days I've been getting my comp up and running. Then Max decided to not work, so I had to fix that. And now I have to start getting stuff ready for my flight... such a pain in the a**...
Once I get everything updated on my NC computer I'll be workin night and day to get this level ready for the July 11th release date...
Mangled Poly
06-20-2003, 08:00 AM
its ok you dont need to write excuses on how im going to catch up to you soon :):bounce:
BStanley
06-21-2003, 09:27 PM
Hey Nautica, how did you get your water to be transparent in your first Mayan level?
NileshXYZ
06-22-2003, 04:06 AM
few comments, if you want them :)
this is mostly to give you more of a mayan look,
add pots laying around the temple, or broken parts as well.
here are some images:
http://www.howardnowes.com/pcma.html
temple 3d rendered images:
http://www.barracuda-gssm.com/timelapse/gallery/mayan/screenshots.htm
for background i recommand sunset image, you know that organge color
NeoNautica
06-24-2003, 03:48 AM
after computer problems, then flying across the country, and many appointments I got some work done... Its kinda taking a roman twist with the cave entrances... and those entrances are huge...
**Image Removed**
BStanley: There is a alpha layer on the water texture... and I used a few shaders/blenders inside unreal to make it transparent.
Nilesh: This map will have a night sky... stars, moon, etc
I drew up plans for the caves... at maccaroni grill... with crayons... lol... so I have to re-draw them...
NeoNautica
07-20-2003, 04:50 AM
I haven't forgotten about this project...
Outside should be finished by Thurs... or thats what I told my teachers at least... It can be done... maybe... lol
I got a whole list of things I still have to do/add... then there will probably be a new list of things to fix/tweak...
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_July_19th_Update.jpg
Back to work...
Mangled Poly
07-20-2003, 06:47 AM
Awesome stuff looks like the comp is up and working good times! i must say the lighting is looking awesome!
oXYnary
07-20-2003, 09:33 AM
Looks like its coming along.. The mayan I have locally (I don't know if previous version of yours??) was missing any real "atmosphere". Yours has this in truckloads from the shots you have posted.
NeoNautica
07-20-2003, 08:39 PM
Here is how the waterfalls are looking... still tweaking the sprites and emitters to get the look/feel I want:
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_Waterfall_Test_01.jpg
Hysteria
07-20-2003, 08:58 PM
Love the map! I think I saw it on the ut2003 official forums?
So hows life in phnx! I heard it was like 115 degrees? Thats insane! keep up the good work :)
Dancing Monkey
07-21-2003, 06:45 PM
What happened to the pictures?!
NeoNautica
07-21-2003, 08:29 PM
The first few pics were deleted off my Deviantart account when I was cleaning it out...
What's New:
- Volumes (Water, kill, Limitation)
- Waterfall Tweaked
- Fireflies (Like Lost Faith's, but I made my own sprite and played with the settings)
- Bridges
- Torches (only the free standing ones at the moment)
- Ferns on Middle and Bottom Tiers
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_Torch_Test_01.jpg
jacobt
07-22-2003, 01:33 AM
good work NeoNautica.... i know little about mapping but this is looking nice and atmospheric :applause:
NeoNautica
07-23-2003, 08:08 AM
What's new:
- Wall Torches
- Got rid of the seam in the skybox (if anyone noticed it)
- Broken Columns
- Rocks
- Broken Walls
- Jump Pads
- Teleports
- Other stuff I can't remember at the moment
The outside is pretty much complete for now. Will be tweaking it tomorrow and the week I have scheduled to fix lighting, add power ups, etc.
*Note: Might have to refresh once or twice if the image doesn't show up right away...
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_Phase_1_Complete.jpg
I'll be tweaking the lighting forever... or so it seems at least...
Might post up the latest version of the map Thur. for people to run around and tell me what sucks... lol
oXYnary
07-23-2003, 09:50 AM
Hey as long as you can get caught in the sweep of the water fall and fall over the edge, Im all for it!
Loosecontroll
07-23-2003, 10:34 AM
Real Nice Stuff dude.
I really think you should add some large cliff faces on the outside though to make it look like it's in an Ancient Valley and not suspended in the air.
:thumbsup:
NeoNautica
07-29-2003, 01:38 AM
Been keeping a low profile since I've just been tweaking stuff and modeling, but I got the central shaft/gyzer finished modeling... pretty much:
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_Central_Shaft-Gyzer.jpg
Need to fix the entrances so they aren't just squares. There will be Planar plants/vines added later to it. About 10 unique Mesh in it. Temple thing at the top will replace the mound thing that is at the top in previous pics.
rikimountain
07-29-2003, 08:32 AM
very cool stuff...
are there any tuts for making maps for Ut2k3? or is it just modelling texturing and then magic importing?!
NeoNautica
07-29-2003, 10:31 AM
udn.epicgames.com has all the official info on using UnrealEd. There are sites with different approaches to the information if you still need more info.
I make most of the level in Max since it gives me better control of the texturing. Have to model, texture, build collision, then import it into the editor. All lighting and effects has to be done in the editor, but you can vertex light your model before importing if you want.
rob-beddall
07-29-2003, 01:36 PM
hey!!:wavey:
that level looks well cool. when is it gonna be up for download?
there hasn't been a level that has caught my eye for ages like this one.
just a quick side question...... does anybody know of a tutorial that tells you how to import levels like this from maya?
i have quite a bit of info on UT2K3 but nothing that actually tells me how, once i have built a level in maya, i get it into UT2K3 and make it a playable level, with collision and stuff.
any help greatly appreciated.
NeoNautica: sorry for jumping my own questions in your thread, but you seem to be getting a few people coming through here who might be able to help me.
cheers!!:beer:
NeoNautica
07-29-2003, 03:47 PM
I can tell you how I do it... if it helps...
I'll use the Central Shaft for my example since I just imported it in. What you see in the Max render breaks down into 9 major parts, so I take those 9 and texture/build collision/ then export as a ASCII file type (Might have to use a different format for Maya).
Import the textures first into the myLevel package, then import the 9 models into the same package. Then rebuild the shaft in UnrealEd. I put the columns into groups for easy hiding/selecting. Add Lighting, effects, weapons/power ups, and bot pathing and its good to go.
rob-beddall
07-29-2003, 04:32 PM
hey!!:wavey:
thanks for the info.
the bit i am stuck on tho is the "building Collision" bit. so far i have only managed to import a ladder i modeled in maya. and a sliding door. any more info on this?
WARNING!! GOING OFF ON TANGENT!!
have you ever had problems with the richochet of bullets on doors and things? for some reason when i put a door in the level sometimes bullets won't bounce off it and you can't see the sparks that tell you that you are hitting it. Bizarre.
so when can i download the level?
you are gonna put it up for download aren't you?
cheers!!:beer:
NeoNautica
07-29-2003, 05:23 PM
ah... Collision. I'll try to keep it simple: there can be no holes in the collision mesh. If you use multiple objects (like 4 boxes) for the collision they can not overlap at all. Attach the 4 boxes together so they are 1 mesh and name it "MCSCX_name". Then select the static mesh and the collision mesh and export them together in the same file. When you import it into UnrealEd it should say "Karma found" and hit "ok".
Note: I've found you need to apply the same Multi-Sub texture to the collision that is applied to the mesh for the textures to work right in UnrealEd (for some reason). That may only be for the ASCII format, not sure.
If you want I could make a quick visual tutorial with screenshots...
The Map is slated for release on August 15th, but that may get pushed back a week (Hopefully not more than a week if at all). I'll post up a link when its available.
rob-beddall
07-30-2003, 02:07 PM
hey!!:wavey:
thanks for the explanation neonutica. i wish i could find the time to do more on my own level but at the mo im too tied up with trying to be re-admitted into uni.
as for the tutorial, it would be nice but to be honest i can't see me using it for at least another couple of months yet, so i wouldn't bother, unless of course there is anyone else reading this that would like to see how you do it? thanks for the offer tho. much appreciated.
looking forward to getting my hands on your level.
cheers!!:beer:
NeoNautica
08-04-2003, 08:01 AM
Textured the central shaft and did a first pass at the lighting. None of the torches got in any of the screenshots... somehow.
Gyzer Particle effect still in progress. And I'll rotate the columns randomly so the same part of the texture isn't all facing the same direction.
http://images.deviantart.com/large/indyart/3d/DM-Mayan_-_Central_Shaft_1.jpg
baloothebear
08-05-2003, 05:21 PM
I just have a couple of questions about UT2k3 editor and how you did some stuff. how did you make the waterfalls? and get rid of the seam in the sky box? thanks:beer:
NeoNautica
08-06-2003, 01:28 AM
Waterfall = Particle effect
Remove Skybox Seam = Make the outter box the the skybox 2 pixels smaller than your skybox textures. So if your skybox textures are 512x512, make the subtracted BSP brush 510x510x510.
NeoNautica
08-11-2003, 11:41 AM
Looks like the release date will get pushed back a week or 2. Decided to rebuild the whole level. Mainly to make the interior with BSPs instead of all imported mesh (lighting looks 100x better.)
Got most of the Bottom floor done. Need to put water in the troughs scattered around and finish adding in the little stuff. Will experiment with some blue lights to give a feel of the water giving off some light.
**Image Removed: New Images Below**
NeoNautica
08-15-2003, 11:19 AM
The level will be done visually by August 22nd. No exceptions this time. Then released a week after that (the 29th).
It takes 6 mins to compile the level now... bah.
Bottom pic shows how the interior lighting is changing. Lighting in general is still being tweaked. I got a few more meshes to make for water surfaces and that should be it. A few bugs to iron out here and there.
**Image Removed: New Images Below**
you've done some great work... Only thing im wondering is how the hell people are going to find eachother? the map looks huge and since its DM and not objective base people will just have to run around eventually running into the 1 on 1 fights.
Mangled Poly
08-16-2003, 10:06 PM
glad to finally see all this work you where telling me about and it was wellw orth the wait bravo!
TheWriter
08-17-2003, 01:27 PM
This is great stuff. Makes me realize how much more work I should be doing on my own level designs.
NeoNautica
08-17-2003, 04:13 PM
Kaz: Audio queues will hopefully help people find each other. I'm also hoping the level will be able to support a large number of players (depends on how the framerates look after optimization).
Mangled: Still a lot more work to do... but its gettin there.
TheWriter: Put a month or 2 of work into it, and it'll look good... lol
News:
I should have all the visual aspects done today and then move onto the adding in the Guns/Ammo/Power Ups/Player Spawns.
NeoNautica
08-18-2003, 01:58 PM
Don't download this unless you want to tell me whats wrong with it (Not a fully playable build).
Known Issues:
- Framerates Suck (still working on optimizing)
- No Weapons\Power Ups\Ammo
- Only 1 Player Spawn point
- No Bot Pathing
Still tweaking how light affects some of the models. If you find something you think needs to be fix post a comment or send a PM describing it as best as you can. Or you can send me an AIM message (Ne0Nautica). Trying to have all the graphical/sound issues worked out by Thur.
You need Unreal Tournament 2003 to test this map.
Click on Image to start Download.
http://images.deviantart.com/i/6/a/4/DM_Mayan_BETA_1.jpg (http://www.deviantart.com/download/2731347/)
wolferey
08-18-2003, 02:11 PM
Nice work NeoNautica!! If your interested in a medieval/fantasy mod project after this, contact me :)
TheWriter
08-18-2003, 02:30 PM
From now on, NEO goes onto my "Level Designer Idol List".
Now.. when do we get to see any tutorials? :P
NeoNautica
08-25-2003, 12:56 PM
Bot Pathing is evil... New Beta this thur. which will be fully playable. Map release date will depend on how many bugs need to be fixed after testing the next beta.
Map Compile time: 13mins 15secs
rob-beddall
08-26-2003, 09:30 AM
hey!!:wavey:
just like to say thanks Neo for inspiring me to get back into the unreal editor. i had left it alone for far too long but am now in full swing of re-learning it all.
just a quick question:
what's the difference between the unreal editor with UT2k3 and the one with Unreal2?
i only bought Unreal2 the other day and haven't really looked at the editor yet, tho the Gui seems exactly the same.
cheers!!:beer:
NeoNautica
08-26-2003, 10:54 AM
They are pretty much the same, but you can only make levels for Unreal 2 with it (I think).
TheWriter
08-29-2003, 08:03 AM
Neo.. was this done in a simple quake editor, or can you do these whole levels in Max or Maya?
NeoNautica
08-29-2003, 08:19 AM
Visually you could make the whole level in Max... It'll light like crap, but you could...
My level is a combo of UnrealEd's BSP, Terrain, and then static mesh made in Max.
Solve
08-29-2003, 08:23 PM
hey Neo, i just want to say your map is beautiful. Looks like something out of Jak and Daxter (ps2 platformer).
I have a question about your trees. In unrealEd when I apply the leaf alpha texture to my static mesh tree, the texture becomes very distorted and stretches.
I was wondering if you ever had this problem.
NeoNautica
08-29-2003, 09:03 PM
I haven't had a problem with textures getting distorted... Only reason I can think a texture would get distored is if the UVW mapping in Max is messed up.
If your Leaf Diffuse and Leaf Alpha 2 seperate textures?
NeoNautica
08-30-2003, 05:36 AM
Nope... they should be the same texture... When you import it in make sure alpha is checked and un-check Mip Map... and it should work.
Solve
08-30-2003, 02:44 PM
hey, i fixed it. I didn't combine the multiple parts of my tree, before export. That's why i got the distorted textures.
thx for the advice and goodluck on the map!
SammyB
09-01-2003, 03:57 AM
Neo, did you make the terrain in Max or with the UEd3 terrain tools?
Looks great BTW, and the lighting looks better then your previous maps.;)
NeoNautica
09-01-2003, 09:38 PM
SammyB: Made the terrain in UnrealEd... there are 3 Terrains in this level.
The Images for the Finished gallery... For when I put up the level sometime in the near future... Working out the last few bugs... Didn't get a good combat shot...
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot07.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot06.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot05.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot04.jpg
NeoNautica
09-01-2003, 09:39 PM
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot03.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot02.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot01.jpg
SammyB
09-02-2003, 09:03 AM
Looking great man, you going to submit it for ownage?
NeoNautica
09-02-2003, 09:15 AM
Gonna upload it to Unreal Playground and submit it to Phase 2 of the Make Something Unreal Contest...
Hopefully I'll get my next level done in time for Phase 2 as well (Its gonna be a smaller 4 player DM Level)... which I plan on doing some advanced materials in (So I can submit those into the Materials Category of Phase 2. I don't think that category will get a lot of entries, but I may be wrong).
Dieblein
09-02-2003, 10:07 PM
Thumps up for this one :)
It looks like that the palms arenīt willing to throw any shadows.. Going to fix that? Donīt know the reasons because I never got into ut2k3 or is it simply because of fast compile?!
I know its night.. but it looks unnatural to me... :cool:
And perhaps you could individualize the sky a bit.. Nice stars and stuff but it is always the same blue.
Thats it from me..
Mangled Poly
09-03-2003, 12:57 AM
simply awesome stuff man!
oxyg3n
09-03-2003, 01:30 AM
Looking good, I like the color schemes that you used in the areas that are purple and blue.
oXYnary
09-03-2003, 02:03 PM
Maybe a projector for that? (palm tree shadows).
NeoNautica
09-03-2003, 02:55 PM
I could put in Projectors for the tree shadows, but it'll kill the FPS (since there are so many trees)... a sacrifice made for a large level.
Side Note:
Made a couple models to help out my friend who is behind on his level. One of his teamates slacked off. I like the plant... Tree is a tree. He wanted it under 160 polys, so thats what I ended up with.
http://www.qone12.com/~ne0nautica/Plant/Plant01.jpg
http://www.qone12.com/~ne0nautica/Plant/Tree01.jpg
oxyg3n
09-03-2003, 06:52 PM
Originally posted by oXYnary
Maybe a projector for that? (palm tree shadows).
What is a prjector? I have never made a mod for a game or anything. IS it something that makes an object cast a shadow? If so is it raytraced or a shadow map?
NeoNautica
09-03-2003, 07:02 PM
Think of it like a movie theater's projector... or those $5000 projectors you can get for computers... It takes a material and projects it onto a surface(s). They are mainly used for lighting effects (shadows and light), but can also be used to put decals throughout a level.
Official UDN Projector Information (http://udn.epicgames.com/pub/Content/ProjectiveTutorial/)
----------------------
Finished tweaking my level... I think... Just gonna watch bots play it for a while to be sure before releasing it.
oxyg3n
09-03-2003, 07:33 PM
Thanks for that link, it makes perfect sense to me now.
Solve
09-03-2003, 07:55 PM
uh, if you don't mind revealing, can you give tips on how you made your waterfall look so good?
i have a pretty good knowledge of UnrealEd's particle system, but i havea really difficult time making waterfalls that don't look like crap.
I've seen the udn tutorial, but yours looks much better.
NeoNautica
09-04-2003, 02:23 AM
Well... I used the UDN tutorial... so I dunno how its better... lol
If you can be more specific on how you think my waterfalls look better I can tell ya how I did that part...
SammyB
09-04-2003, 08:37 AM
Nice work on the tree and the plant. :thumbsup:
NeoNautica
09-05-2003, 03:15 AM
Finished the map... Can be Downloaded Here. (http://www.unrealplayground.com/download.php?mapid=3792) Enjoy.
Some new Screenshots:
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot09.jpg
http://www.qone12.com/~ne0nautica/DM-Mayan/DM-Mayan_Shot10.jpg
oXYnary
09-07-2003, 08:34 AM
All that work and no custom level music?? ;)
The water "shoot" is a really great idea. The only thing that bothers me is the texture density (Texel?) seems kinda low on the map... Though I realize from the size and such you had enough to do.
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