So I've been keeping myself pretty busy. With what? With UnrealEd of course. I'm seriously loving this editor and engine, always so neat, so perfect.
Been working really hard on what will be my very first level for UT99, a kind of ancient temple filled with lava pools and dark corridors.
Took me some time to adjust to the ways of this engine, that's mainly why I started with UT99 instead of UT3, to fully grasp knowledge about this engine from it's begining, that's why I plan to make several maps for all three generations of games, since it has been always one of my favourite shooters.
I don't know how long it's going to be until Zenith is released, but recently I've been advancing in very big steps, I'm liking how it's turning up, general layout is basically finished, probably need some polishing but the base is there.
So here I leave a couple of WIP teaser screenshots, enjoy.
Wednesday, August 26, 2009
Thursday, August 20, 2009
Soldat: Ratsteroids v1.3
This is the last of my released maps, the one that was missing. This map together with Defaultor are the two maps that took me longer to finish, many many hours finishing details, testing and redoing stuff. The last version is pretty much it, the map is huge, for about 16 players almost.
The original map is CTF, but the download features also a DM mode, with layout rearranged for it's gameplay. Theme kind of inspired by Quake III and Unreal Tournament space maps, wanted to achieve that feel in a 2D scene. Pretty happy with the outcome really.
Track it down!: Official Soldat Forums - TMS
Some screens:
The original map is CTF, but the download features also a DM mode, with layout rearranged for it's gameplay. Theme kind of inspired by Quake III and Unreal Tournament space maps, wanted to achieve that feel in a 2D scene. Pretty happy with the outcome really.
Track it down!: Official Soldat Forums - TMS
Some screens:
Tuesday, August 18, 2009
Soldat: Tiki-Ness v1.0
Brand new map this time! Just released it to the Soldat public, and here I am to post it right over here.
It's a small 1on1 arena for tight duels, more players than that would be madness. It's based on a sketch I got from the SForums, some long time ago. Gave it a dinosaur temple theme, with the right amount of detail, not overwhelming like my last map, Defaultor, but just fine.
Track it down!: Official Soldat Forums - TMS
Some screens:
It's a small 1on1 arena for tight duels, more players than that would be madness. It's based on a sketch I got from the SForums, some long time ago. Gave it a dinosaur temple theme, with the right amount of detail, not overwhelming like my last map, Defaultor, but just fine.
Track it down!: Official Soldat Forums - TMS
Some screens:
Monday, August 17, 2009
Sauer: Lifepool v2.2
Coming up my second released map for Sauerbraten, another port from one of my Cube maps. This time Lifepool went through a lot of detailing, main layout is the exact same though.
For the last version I had to make all the normal mapping for the textures of the level. Used a little program I got from the interwebz. It's called CrazyBump, and gotta say it works amazingly, the results can be seen all over the map.
I'm also planning on updating this level here, probably make it bigger and better playable, since it's currently very small and suited for 1on1 matches mostly.
Track it down!: Quadropolis
Some screens:
For the last version I had to make all the normal mapping for the textures of the level. Used a little program I got from the interwebz. It's called CrazyBump, and gotta say it works amazingly, the results can be seen all over the map.
I'm also planning on updating this level here, probably make it bigger and better playable, since it's currently very small and suited for 1on1 matches mostly.
Track it down!: Quadropolis
Some screens:
Monday, August 10, 2009
Sauer: KatreZ Dark Night v2.2
This is actually the same map I made for Cube ported to the new engine Sauerbraten, featuring lots of better details, better lightning and two different versions of the map, one with day light and the other....wait for it....night light. I submitted both versions to the oficial Sauer package and the day light version got in and it's still there, so if you have the game, you have that one.
Between the two I ike more the night version, lights look better IMO, so since the other one was official I released this one separatedly for everyone to enjoy. I do plan to update both versions using the lastest features of the engine, since this map was then planned in the first Cube engine (Wich doesn't allow rooms over rooms) and ported, but many things can be improved and added to it, but for now here's the last version.
Track it down!: Quadropolis
Some screens:
Between the two I ike more the night version, lights look better IMO, so since the other one was official I released this one separatedly for everyone to enjoy. I do plan to update both versions using the lastest features of the engine, since this map was then planned in the first Cube engine (Wich doesn't allow rooms over rooms) and ported, but many things can be improved and added to it, but for now here's the last version.
Track it down!: Quadropolis
Some screens:
Friday, August 7, 2009
Soldat: Take Risks v1.2
So been working non-stop on UnrealEd, it's coming out pretty nice. Here I have another of my released Soldat maps, Take Risks.
It's kind of themed in some desert cliffs that have tunnels going through them, with some lights details and scaffolding stuff. Pretty big map, has actually a bad layout (Which I'm still looking to improve).
Also started it first in Soldat 1.0.5b, back then with an even uglier layot and a horrible display. Got arround to a nice desertic theme.
Track it down!: Official Soldat Forums - TMS
Some screens:
It's kind of themed in some desert cliffs that have tunnels going through them, with some lights details and scaffolding stuff. Pretty big map, has actually a bad layout (Which I'm still looking to improve).
Also started it first in Soldat 1.0.5b, back then with an even uglier layot and a horrible display. Got arround to a nice desertic theme.
Track it down!: Official Soldat Forums - TMS
Some screens:
Tuesday, August 4, 2009
WIP: Experimenting
Having Defaultor finally released (Been working on it for four whole months), I can relax a little and give my mind focus to my Unreal map, it has been on a short pause, but now is back in motion and I can say I'm liking this engine maybe too much. I can't say how long it'll take me to finish it, but so long it's coming nicely.
Also working on several Soldat stuff, now that all my released levels are at they're top quality I'm moving on to new maps and trying out new and different stuff, what may result in a catastrophe but oh well.
So I'm updating here with two screens from my upcoming levels. Soon more stuff.
Also working on several Soldat stuff, now that all my released levels are at they're top quality I'm moving on to new maps and trying out new and different stuff, what may result in a catastrophe but oh well.
So I'm updating here with two screens from my upcoming levels. Soon more stuff.
Monday, August 3, 2009
Soldat: Defaultor Tomb v2.0
New one this time, lastest map released for soldat. Took an old map I made some time ago and updated it to meet better visual and gameplay quality. This time gave it an old catacomb style, made it as highly detailed as possible, with big scenery backgrounds and tiny details everywhere.
It all started in my head, but went straight to paper, it's something I don't usually do, but lately I've been sketching everything as soon as I can picture it, gotta say it's pretty handy to do it, you never get your ideas to show like you want to ingame, but on paper you can keep adding and trying out stuff and see what it looks like. Adding here the two sketches I made for this one.
Updated layout to prevent spray issues and resized whole level since it was too big. Also added new and better waypoints by the hand of zakath. This version has no waste, enjoy it!
Track it down!: Official Soldat Forums - TMS
Some screens:
It all started in my head, but went straight to paper, it's something I don't usually do, but lately I've been sketching everything as soon as I can picture it, gotta say it's pretty handy to do it, you never get your ideas to show like you want to ingame, but on paper you can keep adding and trying out stuff and see what it looks like. Adding here the two sketches I made for this one.
Updated layout to prevent spray issues and resized whole level since it was too big. Also added new and better waypoints by the hand of zakath. This version has no waste, enjoy it!
Track it down!: Official Soldat Forums - TMS
Some screens:
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