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8th Aug 2009, 09:58 PM | #1 |
Hi, I'm Bryan
Join Date: Jan. 20th, 2008
Location: New Zealand
Posts: 601
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The Making of CTF-Pipeline
Hello Again everyone. I have been away from the BU community for a while as I have been expanding my knowledge into other areas. I'm teaching myself how to make my own textures, materials and meshes for a custom level I am currently calling Pipeline. This thread is just a starter to document my progress. Unlike stratus, I will be documenting allot, and now that my new KB takes the view port screen caps there should be allot more posted. About this map: The map will be of a small to medium size with a focus on detail (as with my previous levels). The level will offer some challenging routes that the player can use to attack and defend. I want the flag to be difficult to capture with opponents attempting to stop you from leaving the base, rather then lots of paths where you could make a sneak escape (BORING). My Initial Ideas: Initially I imagine this map to be a dark and wet with a mix of Nature, old ruins, and a part industrial theme. The map will be withing a rocky canyon where a river flows through. There will be a sun on the horizon with a flair that shines through the cracks. No kismet events as yet. I'm going to start with a step by step view of a material I have been working on for the floor. The red tile pattern was taken from the house next door Level Development Overview Layout: 70% Under Heavy Concept Development Lighting: 80% Colour Picking Meshing: 60% Under Development BSP Materials: 80% Under Development Level Construction: 1% Kismet: 0% For now if you could please refrain from posting unnecessarily as I would like viewers to be able to read through my posts consecutively. Thanks for your support more will come soon.
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Whatever beat that drives the impulse, whatever tune that carries through, What's in a soul that rattles empty, in this reality too few Dark Tranquillity member since April 07 + 600 posts CTF-Safeguard3, CTF-Dreary3, CTF-Stratus (V1.2), CTF-Pipeline(WIP) My Rig: CPU:C2D-E8500, GPU:GF-250GTS, RAM:4GB 6800C4, HDD: 2x 150gb WD Raptor, CASE: Mini Gigibyte MX Last edited by Bazzwano; 1st Dec 2009 at 04:30 AM. |
9th Aug 2009, 03:18 AM | #2 |
HOLP]I[
Join Date: Apr. 3rd, 2005
Location: Corunha, Spain
Posts: 1,434
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... and here we go again...
best of luck bazzy
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Ignotium.net|Last.fm|TeamSK.net |
10th Aug 2009, 01:54 PM | #3 |
Next Gen
Join Date: May. 22nd, 2006
Location: The Netherlands
Posts: 29
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This topic will be interesting to read, just like with Stratus.
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]|[ Melvin ]|[ |
10th Aug 2009, 03:24 PM | #4 |
The Dark Rat
Join Date: Nov. 11th, 2008
Location: T E X A S
Posts: 82
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sorry to add another post to the count, but why don't you make several placeholder replies?
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ɹǝʌɹǝs|əqnʇnoʎ|ʇuoɹɟəlıɟ|ʎ4l|qsdɟ ʎɯ |
10th Aug 2009, 03:42 PM | #5 |
Registered User
Join Date: Mar. 6th, 2009
Posts: 29
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I do like this! Really enjoyed your last thread. Questions -> PM, you know!
Build it in 3D and make a nice Normalmap for it. It will look alot better. Or did you do some for it? Edit: Congrats to your place in the MSUC! Last edited by acapulco; 10th Aug 2009 at 03:43 PM. |
10th Aug 2009, 04:00 PM | #6 |
Thanks for ride!
Join Date: Apr. 12th, 2002
Location: Behind my drumset
Posts: 3,226
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Pipeline eh... sound familiar
mozidesign.com/2008/03/15/making-of-mp_pipeline/ Just kidding, I don't own the name... plus that was for Gears.
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'Friendly Fire: Just A Finger Slippin' Good Shot!' mozidesign.com Level Design Portfolio |
10th Aug 2009, 05:13 PM | #7 |