XM Magdalena 3D print, GGeorgy (3D)
LC #42 Pipers Alley

View Full Version : UT2k3 Level - DOM-Docks

10-11-2003, 11:24 AM
I took a couple weeks off after graduation, but I'm getting back into the workflow again now. This new project is focusing on realistic scale, realistic textures, animated mesh, advanced materials and effects. Should be challenging, but thats what makes it fun.

I'll post up the paper map once I get it all cleaned up.


These have insides, will make versions that don't which should save a few polys.

10-11-2003, 01:19 PM
Ohh another NN level.. Dibs for first in line!

Oh.. please please say your going to have some cool underwater sections (since it is a dock). I tried suggesting a dock to a level design friend once but he didnt think water would be fun *however I on the other hand love water levels.

10-11-2003, 09:18 PM
Gotta admit i love the looks of your levels so far, so just subscribing keep us updated! :)

10-12-2003, 08:03 AM
I have to see these levels for myself they sound good.

10-14-2003, 03:30 AM
I'm happy with the size and layout of the warehouses... Gonna change the sewer system a bit though. Might add simple Vent systems to the warehouses as another way to get in, depends on if it plays well.

The red circles indicate entrance/exits from sewers.

Just trying to block out the major parts of the level...


10-14-2003, 08:17 AM
Glad to see you back. Im getting tired myself of just looking at single models posted.

10-14-2003, 01:46 PM
looking great. :). would u mind checking out my level once in a while, or when i update and give some feedback. I would really apprecicate it :)

10-14-2003, 06:53 PM
cool keep it comin

10-16-2003, 10:15 AM
Removed the sewer system for now. Will have the new one in sometime soon. Added a simple Vent system. Been tweaking/changing other aspects of the default warehouse.

With the layout I have for the pallet racks, 1 warehouse can hold a maximum of 400 pallets. Boxes on the pallet show the maximum load height.

The poly count on the pallet is pretty high. Will probably lower it later when I start texturing stuff.


10-17-2003, 12:57 AM
Got the walkways modeled:


10-17-2003, 01:29 AM
If you have still have your nintendo 64, and Perfect Dark, I think the Car Garage level might just give you some inspiration...
if you don't maybe someone can post screenshots...

10-17-2003, 01:55 AM
I've been playing Max Payne 2... the first level is a warehouse.

I don't play first person shooters on any console... mouse and keyboard is the only way I play them.

10-17-2003, 03:03 AM
Hey Neo, I really liked that level work you did awhile back and this is looking to be pretty good so far.

I've done one small level myself but am still unsure exactly how people do the texturing - I was wondering if you might post up your texture maps for your previous level and maybe a pic of the level also to compare it too. I'd really like to see how you created your textures for the buildings and grounds etc. Thanks in advance if you do.

10-19-2003, 02:12 AM
You could get that walkway down to 200 polys if you deleted a lot of faces.

I see the railing looks like it has faces where it connects to other parts of the railing... You could get rid of those. Anything that isn't visible you should get rid of (assuming you weren't already doing this, which you probably were since you're aware of your poly count.)

The planks of the stairs I would do in an "Ź" fashion, and when textured I'd apply a non-culled shader.

10-19-2003, 02:16 AM
I would definetly like to experiment with some game design as well it looks like fun.

10-19-2003, 05:39 AM
Eric22: I'll post up texture work for this level when I get to that part for ya.

Matt: The walkway is designed to be however long I want it since the parts are interlocking... I could lower the poly count if I made it for a specific length. Parts that are against the wall/can't be seen have the polys deleted. Its also good to have a few extra polys in the mesh since it will be vertex lit.

Twin: Levels are a love/hate thing... there are times its fun... and times its tedious... but overall I enjoy it.

10-20-2003, 08:08 PM
Finalized the location of the warehouses... still need to fill them up with stuff. Changed the sewer system to a simple utility passage. Its only wide enough for 1 person to fit in it (aka a death trap, but its a fast way between the warehouses).

The mesh for the utility passage is a little higher poly then the rest of the level. Since it will be zoned off from the rest of the level it shouldn't cause any problems.


I'm planning to have everything modeled for the level by the end of the month...

10-21-2003, 01:11 AM
this is looking great (I think I already said that). Anyways, I was gonna ask you if you had a plan for this before you started modeling - It would be cool to see your original sketches and ideas for the level. How did you plan it out? Was it meant as a multiplayer map? etc....

I think you mentioned how you were gonna post the original sketches but, thought I would just ask anyways.

cool, keep up the good work.

10-21-2003, 02:45 AM
I draw out a rough plan... refine some areas of it... then build a mock up in the editor and tweak it more in there. I have 3 pages of notes and doodles I've been using to help visualize how parts will look (Its mostly calcualtions and dimensions).

One of the first things I do is determine what kind of map it will be since its important to how the level is layed out. I figure this out around the same time I am planning the theme and getting reference pics.

10-22-2003, 10:48 AM
Filled up the break room with mesh... need to finish the 2 offices next.


10-22-2003, 05:38 PM
damn dood, those look nice
it looks fun to map, must take a lot of planning tho, cant wait to see it all together and textured! keep us updated!


10-22-2003, 09:58 PM
How long has it taken you to get this far with you level? (planning, modeling, n stuff)

I tried to do this stuff with q3 in the past and found I didn't have the attention span to do it.. NeoNautica, it's looking great!

10-23-2003, 03:45 AM
I've been working on it for about a month... I expect another 2 months of work before its completed... Maybe a little less if I'm lucky.

I have a list of 30 things I want to model for the normal warehouses... then I have to make a list for the 2 "special" warehouses... more info on those later...

Texturing all this is gonna be a lot of work...

10-23-2003, 09:17 PM
ehhh... DAMN! What a long battle you have still! Like I stated, it looks great! Thanks for sharing!

10-23-2003, 10:33 PM
4 more things to model for the office and they're done (keyboard, mouse, trash can, soda can). Still much more to model though. I've been experimenting with animated mesh... and having a lot of fun with it.


Do people like it with the wire shown? ... just wondering.

10-25-2003, 07:12 AM



10-25-2003, 08:32 AM
Sweet! Coming along nicely neonautica! I would like to suggest you break up some of the "symmetry" in the offices though, arrange the placement of the objects a little different, maybe even have a coffee cup tipped over or a monitor busted or something i dunno, and it would be cool to see some trash cans and loose papers on the desks :) The rave place is looking pretty sweet, maybe those tables and chairs in the break room are a bit to tall, all in all i can't wait to see more progress and some textures in this bad boy :) good luck

10-25-2003, 08:54 AM
All the offices and break rooms will have different arrangements (only 1 warehouses' offices are filled right now)... uh... I deleted the bottom poly on the coffee cup... so I can't tip it.

Trash cans are on the "to model" list... not loose papers tho.

Tables had to be a little tall or the player could walk up on them ... a few objects are enlargered due to player size and mechanics.

About another week of modeling left... maybe 2... depends on how many sports cars I'll need (those will be around dom point B).

10-25-2003, 11:33 AM
This looks really great, you're a very talented individual! I especially like how the ingame lighting looks, and the rave club is a great idea :) You could put some cool ambient sound in there

Great models too, i'll be following this thread.

10-27-2003, 06:03 AM
Getting kinda close to the end of the model list. sorta... blah

The club lights are in their default position... the textures are temp.


10-27-2003, 01:52 PM
Hey Neo.. what's the hold-up? :P

11-01-2003, 12:50 PM
More models... 70 static meshes total now... have about 10-20 left to make.


The dumpster has wheels under it, which hikes up it's poly count. Might get rid of them if needed.

I've taken on a freelance job creating art for a book and preparing the book to be published, so thats going to put the level on hold for a little while.

11-01-2003, 08:54 PM
That's really nice man! I really like your work flow and the way you keep track of everything.

As far as the design, I really wish I was more analitical and could learn unreal script more, so that I could adjust the game better, to get rid of the exagerated movement. As it is, your level looks very real-worled perportioned, but it looks like it might have horrible gameplay, because it would be to cramped. Have you done any bot pathing, or done test games with other people to see how it flows?

11-27-2003, 09:33 PM
I've been slacking lately, but getting back into the workflow...

More Static mesh... the Dolly is a little high poly, but there won't be too many in the level. Will cut polys if needed.


11-29-2003, 09:30 PM
how do you plan to unwrap all this stuff for painting??? I just did an alley set for a map that somebod else is working on and it took me two whole days to do 4 objects-...

if it was me doing this it would probably take a good year to get all that stuff skinned.

do you have a method that youed like to share?

11-30-2003, 06:08 AM
Good tiling textures. I don't unwrap every object. For example I could just do a box UVW on the desk and put a nice tiling wood texture on it if I wanted to and it should look alright. Some object have to be unwrapped, while others will look good with simple uvw mapping. Should only take a month or two... lol

12-01-2003, 10:43 PM
Worked on the level pretty much all day.

- Started First Pass on Lighting
- Zoned the Level
- Still adding in Static Mesh
- No Textures, Sounds, Volumes, or Bot Pathing yet

Dom-Docks Alpha 1 (http://www.qone12.com/~ne0nautica/Docks/Dom-DocksAlpha1.zip)

12-01-2003, 10:53 PM
so ehh, *looks around neverously* what's in the trailer? :D

NeoNautica, it's look good (from the pix posted).

12-01-2003, 11:01 PM
Looks to shape up real nicely...I'll offer real critique when there's more ;)

12-03-2003, 04:15 AM
- Fixed the stairs railing
- Started making textures

Been working on the skybox to help set the mood of the level while working on it.

A pic:

12-04-2003, 07:44 PM
unwrap?maybe nope i think,right neo, unwrap all object let say 256X256 per object arghhh...that too much,texture tiling are use in game to conserve video memory:p

12-04-2003, 09:50 PM
There are currently 82 different static mesh in the level... will be around 90 once its done... unwrapping all of those would take too long.

The progress of the level is being slowed down by a freelance job I took.. Drawing pictures for a book, should be done with that by the end of next week.


(Its about giving presentations, so nothing too exciting to draw.)

metal me solid
12-04-2003, 11:18 PM
heh, whatever pays :), just finsih it soon so we can see some more work on the level :D

12-05-2003, 11:23 PM
wow !!!!!!! litle late but :) really cool !!!!!!! good work !
you use env sky ???

12-06-2003, 04:37 AM
The sky is many domes...

1. There is the subtraced cube with black and dark blue
2. Star Dome (Stars pan slowly)
3. Light Pollution dome (from the city... The yellow light in the previous post))
4. Cloud Dome (clouds pan slowly)
5. City backdrop cylinder (not implemented yet)

Made one of the cars for Dom Point B... Just put the same car all around it. Still need to make the other 5 cars. It was based off a BMW 5 series. Around 2300 polys.

Tweaked Stars. They are smaller and more variety in brightness. Hard to see in the screenshot.


12-06-2003, 04:45 PM
Looks frikk'n amazing dude, keep it up!

12-07-2003, 06:40 AM
What sort of render speeds are you getting? I don't know the specific terminology for the UT2003 engine... I guess, just frames per second...

12-07-2003, 10:13 AM
Wow looking great man, you gonna port that over to some realism mods? Looks like it would fit in more with mods like sf or sas than ut2k3 itself hehe.

Great work though, ill get some pics of some of my work to post soon too.

12-07-2003, 03:56 PM
I've been looking at mods to port it to... no final decision yet.

Level gets great framrates at the moment (Textures and Effects missing). The lowest it should get with everything in place is 60.

I think I finished the sedan modeling wise. Its my first car, so if anyone can give some crits it will be helpful.


12-07-2003, 08:32 PM
thats funny, I just did some of my fist cars too
cars (http://www.neotokyohq.com/team/konstruct/WIP_fliks/cars/)
there all weird euro hybrid type things though-

Id say you should mayby cut the whees down a bit cause (in my opinion) there a bit over detailed for a statc mesh.

also the only other thing i might do is take the edge of the car inbetween the two wheels and curve it undet the car as opposed to out. then extrude that edge just a little bit toward the ground

yer stuffs lookin good-

12-07-2003, 11:45 PM
I did cut some polys out of the Sedan's rims, but I want them to be faily detailed since their texture will be chrome.

New car for the day:


Eventaully I would like to make the cars drivable for fun...

12-08-2003, 01:31 AM

Gonna be a great map!

12-08-2003, 06:21 AM
Third Car:


Note: I didn't triangulate the mesh, so you're not seeing all the edges in the wireframe.

12-08-2003, 09:17 PM
that 350Z looks awesome :). looking forward to playing your level :)

12-08-2003, 11:03 PM
Originally posted by Lee3dee
that 350Z looks awesome :)

I was just about to say that :)
Good work on those cars btw. Nice considering they're your first, but we can all see you're no beginner to 3D so i can imagine they wern't that much of a challenge. Keep us posted!

12-09-2003, 03:36 AM
Fourth Car:


12-09-2003, 10:12 AM
Are these cars going to be driveable? (You can do this with UT2003.)

12-09-2003, 11:05 AM
Awsome job man!

12-10-2003, 02:58 AM
They will be drivable once I get UT2004... 2003 has too many vehicle bugs.

Fifth Car:

one more to do...

12-10-2003, 07:52 PM

12-10-2003, 11:27 PM
I just have to say that this work is awesome! Alot of time and attention to detail, not to mention the planning it takes to implement this. What poly count are you going for for final map?

I'll be watching for your updates!

12-11-2003, 06:13 AM
I'll never know the polycount of the whole level, but I plan to try to keep the framerates in the green (40+ fps)

Last car:

All thats left to model is a forklift, a light, and a pole... and anything I decide to use a background filler outside of the playing area.

12-13-2003, 03:40 AM
um... so I made a few more mesh than I planned on, but its all for the good of the level. Only mesh left to make is the forklift.

I added in blocking, restricting, and kill volumes (no swimming in the water) around the level. Placed the new mesh around the level. Replaced the sewer lifts with ladders and put ladders on the back sides of the warehouses. I've come to an interesting challenge... making a water plane blend into the skybox... not easy, but I got some ideas I'm working on. I might release another alpha sometime for people to run around and get opinions on the stuff that has changed.


So much work to do...

12-13-2003, 04:34 AM
oh wow, nice NN. I'm definitely in line to download the level when it's done.

12-13-2003, 06:39 PM
Nice work nn, you mean to tell me you live in reliegh and you don't work for epic yet? I love your work man, you put a lot of effort into this and i think it will definately show when its done and you've put that final polish on it, so just trying to drop you some incouragement man, keep going!

12-13-2003, 06:51 PM
remove all those nasty tri-fans on the wheels to get better tri-strippning and performance.

12-13-2003, 07:22 PM
NeoNautica: wow man this work you have is excellent, the detail is great definitely a UT2k3 level I can't wait to see the howl thing textured....

You also draw manga well, always glad to see another artist with this talent, :D

12-18-2003, 04:35 PM
This is what I like to call the ugly transitional phase of the level... Textures are being made and tweaked... Lighting is being improved and tweaked...


I decided on what will be shown on the screen(s) in the club... so I gotta draw them (5-7 images)...

I'll release another alpha once all the BSP is textured and the background is done. Probably be around the new year/early January.

I had a really nice sound setup with 20 sound points... but then I found out they get out of sync easily... so I gotta figure something out. Changed a few of the mesh so they are lower poly.

All of the player starts are in (32 total, but I only recommend 8-10 people on this level), Some weapons are in for testing purposes.

Side Note: I've done a interview for a new gaming site that will be online in the beginning of the new year. I'll post a link to it once its up.

nathan 3d
12-18-2003, 05:38 PM
looks great! this makes me want to mod now. I have never wprled with the UT engines. mabey i should start :)

good luck with texturing :)

12-18-2003, 08:54 PM
nathan3d: The unreal engine is pretty sweet! Its the first (and only) editor i've ever messed with but there is a lot of documentation online, so you can find answers to all your questions should they arise. And its pretty easy to pick up and go if your familiar with any 3d package it shouldn't be to hard for you to get going, i'd say go for it man.

12-30-2003, 07:49 PM
I haven't been slacking off... too much. Got the Rave Screen images drawn/cleaned up/colored and imported and animated... looks like this, but 1024x1024 images:


12-30-2003, 08:56 PM
Nice, I like 'em :)

Continue your great work :D

12-31-2003, 08:25 AM
yeah bring it man!!!

01-06-2004, 03:59 AM
Update Pics... been working on the rave assests and some outside stuff.


01-06-2004, 05:05 AM
i love it...

01-06-2004, 10:13 AM
i feel like a dork saying this- and i dont know if you care or not- but your tables and that mixer look kinda cool- but there way off from the real thing.

id look up some referances and such if your a detail nerd like me. there isnt even a crossfader... JEEEEEZE hehe.

the tables arent a focal point of the level though so its probably ok.

01-11-2004, 12:09 AM
I used reference for the turn tables and mixer/fader thing... It isn't what DJ's really use... but looks good. lol

Little update: I'm about halfway through texturing the static mesh. Still need to make some textures for BSP surfaces. Then projector Textures. Plenty of work to do...


01-11-2004, 07:12 AM
Nice work, I love all the details. Is there a toturial fo whow you're making these levels? I ask cause I've only every tryed making levels with the Unrealed but it seems you make the whole thing outside it and inport it, can you explain how or give a referance to where I could reas about how?

01-11-2004, 08:56 AM
Do you want me to explain the process I use to build the whole level (a start to finish overview)?

Been working on a nice Tutorial to import static mesh:

3D Max to UnrealEd Part 1 (of 2) (http://www.qone12.com/~ne0nautica/Docks/TutorialA.jpg)

01-11-2004, 09:16 AM
haha, the dj booth is sooo cute! ;)
even doh they are kind of wrong, they are good enoug, and I dont think there are to many dj's out there except me and Konstruct who are following this wip, and might play the finished map :)

very nice, I'll be haning out in that small club so make it nice please :) are you planning on adding some music to that room? :)

01-12-2004, 07:12 AM
There is music in the club... but I'm going to play around with it more once I get to adding in all the sounds.

Update for the day: Textured the Trailer and optimized it (cut 800 polys). Also textured the pizza and other small things I didn't bother taking a screenshot of.


01-12-2004, 01:10 PM
been lurking on this thread for awhile now...just want to say what a great job you're doing...learning a load great being able to follow the whole process...feel in a very priviledged position...just wanna say thanks for taking the time to explain everything...
i should probably crit something going by the forum...but nothing to crit excellent work...modelling wise and materials wise...keep it up.

01-16-2004, 11:04 PM
12 static mesh left to texture (6 are cars, other 6 are small stuff from breakroom and manager's office... which is why no screenshots of them). 3 more BSP textures to make. A bunch of "Creative" textures to make to replace defualts (Billboards, white boards, picture frames, computer screens).

Things appear to be on track for another alpha to be released Feb 1.


Once all the textures are done:
- Tweak lighting
- Add in the rest of the ammo/power ups/weapons
- Bot Pathing

Final version should be ready around Feb 10th.

01-16-2004, 11:16 PM
BLUE SCREEN OF DEATH! AHHHH!! *sheilds eyes* :D

great work so far, man... this thing is really coming together. few things i was noticing...

- the opacity on the colored lights in the dance room is a bit too high, maybe try lowering it a bit?

- unless it's offscreen, how did those cars get in that room? And why are they in a circular pattern like that?

- i realize they are plenty common in reality, but a two part staicase would be really difficult to navigate in UT

01-16-2004, 11:38 PM
Thanks for the feedback Drei.

I got fed up with the light rays so I left them that way when I was working on them, but they do need to be fixed.

There are dock doors on the wall that the cat walk runs against. Can see them in the picture in my post before this latest one (pic with the trailers). The circle pattern has no real reason, just to emphasize the dom point. The cars aren't going to be driveable in this map, but once I get my hands on UT2k4 they will be.

The 2 part staircase isn't bad since there is no real reason to go up in the offices... yet. Might put a power up or some ammo in them.

01-17-2004, 06:27 AM
Manager's office. This one is the Blue Base's... so the carpet is blue. Red Base has red carpet, dom points is gray.


01-17-2004, 08:00 AM
boy, that guy has a disturbing cat fettish.

01-17-2004, 08:25 AM
lol... thats the default picture... I haven't made and implemented all of them yet...

01-18-2004, 12:53 AM
lol, sharky McLube...

i love it, might actually have to buy UT for so i can play this map.

01-18-2004, 06:15 AM
Neo, this is looking like an awesome level. cant wait to play it!

01-24-2004, 06:48 AM
Starting to come together more. Been adding in power ups and weapons. Some bot pathing is in place for testing purposes. The texture of buildings with yellow windows is temp.

Altered the container wall in the middle of the level. Eliminated the water pits on both sides of the level.


I changed the name of the level to better suit its evolved form.

01-24-2004, 05:11 PM
well, i like your level screenshots very much
i hope you release it soon

how u get ur moddels (i think maya models?) in th ut2003 editor and on this way in your level ?

ps: sorry for my very bad english !

01-26-2004, 04:46 AM
They are Max models... I export them as .ase files.

For anyone interested... I did a quick convert of the map to CTF to test on a server (the server only has DM and CTF maps... no Dom). I'll still be releasing another alpha of the Dom version later.

CTF-WarehouseDistrict Alpha 1.5 (13.5MB) (http://www.qone12.com/~ne0nautica/Docks/CTF-WarehouseDistrict_Alpha.zip)

Some textures are still missing. Limited bot support. Power ups and weapons still being tweaked. FPS may vary.

01-26-2004, 07:03 AM
Neo, just played it. It is very nice. I especially like that you added the basement areas and the duct work above. I always love having multiple ways into the opponents base. FPS were pretty fast here. seemed shy on weapons, but not sure. I'll wait to play some people or bots to make that judgement. (I played solo so I could freely explore.) Keep it up.

Quandary One12
01-26-2004, 09:46 PM
The server that it's played on is T5K Zark CTF the ip for it is I hope people can help find out how the map plays :)

01-28-2004, 08:06 AM
Added some parking lots and a Median with sign to finish up the background. Still a few more textures to make.


01-28-2004, 04:53 PM
Looking good Neo! I love your methodical way of building levels.
One question. The background city. Is that mapped onto cube geometry making up your buildings or is that a texture with an alpha mapped onto a cylinder surrounding your level?

Awesome work!

01-28-2004, 07:14 PM
The city skyline is part of the skybox. The skybox becomes the texture of any BSP that is assign as "Fake BackDrop". More Info on Skyboxs here. (http://www.planetunreal.com/architectonic/tutorials/first_level_part8.html)

This is what mine looks like:

01-29-2004, 06:09 PM
Thanks Neo! Great info!

Now get back to work!! I wanna see this sucker finished on your site!

02-01-2004, 07:37 AM
DOM-WarehouseDistrict_Alpha2 (16.8MB) (http://www.qone12.com/~ne0nautica/Docks/DOM-WarehouseDistrict_Alpha2.zip)

Alpha 2 Notes:
- Cars are untextured (Keeps people from ripping the map at the moment)
- Bot Pathing is incomplete, but working to some degree.
- Refer to Readme included in Zip file for more information.


02-07-2004, 07:51 AM
Working on a little movie theater to add into the level. Just the 1 screen, rest of the theater is blacked off. Should have the rest of the stuff modeled by tomorrow. Textures done a couple days after that.


Rest of the level is optimized and pretty much done except the cars (been slackin on those... lol).

02-07-2004, 11:14 AM
Looking Good :)

Whats your filesize and fps? I had a problem recently with big filesize and i had less stuff than you hehe.

02-07-2004, 02:37 PM
uncompressed the main file is 50MB... the movie theater part looks like it'll add 5MB or so. Framerate is good for the most part. Only slow down is in the middle of the level where its a bit too open.

02-08-2004, 04:47 AM
Made good progress in a day. Looks like a theater now. Just need to make:
- Trash cans
- Projector
- Screen w/ surrounding curtains
- Lights for the stairs

Then I gotta figure out the programming to make the projector run when someone presses the button on it...


02-09-2004, 11:10 AM
Experiementing with adding it onto Dom-WarehouseDistrict (and/or DM-WarehouseDistrict).

Recommended 2-4 Players. Max 8. All the triggers are in sync the first time they are activated, but after that they probably won't be.

DM-Movies Alpha (4.41MB) (http://www.qone12.com/~ne0nautica/Docks/DM-Movies_Alpha.zip)


02-15-2004, 11:55 PM
Going to be working on getting all the cars for my level done this week. Car 01 has become my guinea pig as to how to do the rest of them.

- 2784 Polys (1416 for the Body, each wheel is 342)
- Hood is carbon fiber


02-16-2004, 01:05 AM
Really like your work.. Nice design and concept.
Keep up your good work :)

02-16-2004, 08:11 AM
In-Game Shot:


02-17-2004, 10:25 AM
Honda Prelude style car
- 3116 Polys (Body: 1612, Wheels: 376 ea.)

In-Game Shot:

02-17-2004, 03:58 PM
Looks fabulous!

Keep 'em coming!

02-17-2004, 04:02 PM
Neo, you're the master. Wonder what it'd take to make those cars driveable in UT2k4 when it comes out.


02-18-2004, 12:35 AM
Maps and cars are looking really good Neo. Very clean. Very...pimp.

Should make a race track next in UT2k4 and see if you can get those cars working :)

02-18-2004, 08:48 AM
I'll make them drivable one way or another...

Nissan 350Z
- 2782 Polys (Body: 1664, Wheels: 302 ea.)


02-20-2004, 08:18 AM
Skyline R34 GTR
- 3192 Polys (Body: 2120, Wheels: 268 ea.)


02-20-2004, 11:11 AM
Awsome :)

02-20-2004, 11:17 AM
You should make this a UT2004 map and make the vehicles so you can drive them. I think you can do this in UT2003, but from what I know, doing it in 2004 is easier.

02-21-2004, 12:59 AM
ut2k3 doesnt have teh optimizations or something needed, 2k4 is definatly better (the vehicles are great in it :))

02-22-2004, 02:24 AM
UT2k3 vehicle code has too many bugs...

Lancer EVO 7
- 3224 Polys (Body: 1904, Wheels: 330 ea.)


02-23-2004, 10:20 AM
Last car for this level:

Porsche 911
- 2972 Polys (Body: 1588, Wheels: 346 ea.)


I'm planning to release the level Wed. or Thur. Just need to tweak and optimize some stuff.

02-23-2004, 11:02 AM

02-24-2004, 03:34 AM
Got the map finished (finally). I might make a Lite version since the map is 60mb unzipped.

DOM-WarehouseDistrict (17mb) (http://www.unrealplayground.com/download.php?mapid=4899)



02-24-2004, 05:37 AM
Awsome :P

That makes me feel better about my map being 100 megs unzipped lol :P cept most my stuff isnt as good as yours :O

02-24-2004, 06:55 AM
VERy cool

down loading now.

02-24-2004, 02:51 PM
I'm downloading as I type...test raport ASAP :-)

03-08-2004, 09:53 PM
sorry just me make some's questions : D
how you convert the texture ? you have some tips
were i can found tutorials to use unreal editor ? \

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