Hi Lurker, the Deus Ex community has a mapping challenge going on at the moment, there's still time to enter, details here if you're interested - Gravity-world.com
The Deus Ex community has a mapping challenge going on at the moment, there's still time to enter, details here if you're interested - Gravity-world.com
I'm not sure the lighting balance is addressed correctly in these shots. The lights are very pretty but I feel the general playing area needs more illumination. Otherwise it looks great, keep it up!
As these are work in progress I guess It's not fair of me to critique the lighting, as really perfecting lighting is best left to the very end, I'm sure you will do whats best, awesome work.
I don't like the steps going all the way to the edge of the room, same goes for the main doorway hollow, perhaps make the arch hollow smaller in width, and then shorten the width of the steps?
The toilet could've been simply from one of Deus Ex's models, but I decided to put the extra effort in and make one from brushwork which matches the original from the Counterstrike version.
Nice map, I was surprised to see how small the filesize was and so I knew you had shrunk Smuggler. Having played it there was some interesting joins from one part of the original map to another.
Can you tell me how many playerstarts it has as I couldn't see as I believe you protected the map, also can I stick this map on my site?
Personally I would've been tempted to fix the texture that is on it's side, there's a lot of poor texturing in the game that I would love to see corrected.
Personally I would add an electrified wire above the wall rather than barbed wire, just two wires with supports every few meters should do the trick. Also I would add in some warning signs.
Thanks for the comment ;)
Late 2013 sounds good to me, looking forward very much, awesome.
Can I ask how big the map file is?
Wow, looks very nice indeed!
Would love to see something like this for multiplayer!
Hi Lurker, the Deus Ex community has a mapping challenge going on at the moment, there's still time to enter, details here if you're interested - Gravity-world.com
The Deus Ex community has a mapping challenge going on at the moment, there's still time to enter, details here if you're interested - Gravity-world.com
Good luck with this, look forward to more updates.
Man that was awesome, I really enjoyed watching that!
Looking good!
P-Type have you got your new computer yet? Are you back mapping these days?
I'm not sure the lighting balance is addressed correctly in these shots. The lights are very pretty but I feel the general playing area needs more illumination. Otherwise it looks great, keep it up!
As these are work in progress I guess It's not fair of me to critique the lighting, as really perfecting lighting is best left to the very end, I'm sure you will do whats best, awesome work.
Cool map Kalman, perhaps needs another route out of the helicopter area to really open up the map and gameplay.
Having a good study of this now!
Looks incredible.
I don't like the steps going all the way to the edge of the room, same goes for the main doorway hollow, perhaps make the arch hollow smaller in width, and then shorten the width of the steps?
Perhaps make the hollows for the pipe more hexagonal rather then circular?
Impressive
The toilet could've been simply from one of Deus Ex's models, but I decided to put the extra effort in and make one from brushwork which matches the original from the Counterstrike version.
So you simply import the brushes into UnrealEd 1/2 then?
Jake Sully in a trekky outfit?
Looks great, lots of polys for DX, will it be scaled back?
Nice map, I was surprised to see how small the filesize was and so I knew you had shrunk Smuggler. Having played it there was some interesting joins from one part of the original map to another.
Can you tell me how many playerstarts it has as I couldn't see as I believe you protected the map, also can I stick this map on my site?
Thanks, Chinny.
Personally I would've been tempted to fix the texture that is on it's side, there's a lot of poor texturing in the game that I would love to see corrected.
Much better, the Unatco HQ always looked too sterile in my opinion.
unrealed 3? a little confused here.
Awesome release, congrats to all involved.
Personally I would add an electrified wire above the wall rather than barbed wire, just two wires with supports every few meters should do the trick. Also I would add in some warning signs.
Loving the brushwork here.
Awesome news.
It's nice to have Alvin onboard, I'm really looking forward to what he can come up with.