2009 Update:
The Extinction Map pack is a pack of three maps created by me Armanguy. It will showcase 3 apocalypse themed maps that can be played online with other players using unreal tournament 3 or offline with bots.
Last Hope
The Second map called Last Hope is a DeathMatch Map and is set in industrial Italian city and features 100% custom content as you can see by these screens:
kick ***. looks like an updated version of counter strike source
Very nice! One of the closest to photo-realistic shots I've seen from UT3!
Keep it up!
it looks like all you did was port half-life 2 textrues and make them high res with bump maps
I retract my comment. I have to agree with you slightly. They do look almost exactly like the Half-Life 2 textures.
they do look very similar to hl2 textures... but thats not really a bad thing... i see some potential...
Well it could be a bad thing if they are rips.
i dont think they are rips. i went into hl2 and cs:s and looked through the textures and compared the similar looking ones. they are definitely very similar but they are not identical.
Actually there are "Source Shared Materials" which are used by both of them and some newer games like EP1 and EP2. Just with changed VMT with better normal maps.
i meant that i compared the textures used in this map with the textures in hl2 and cs:s.
Can this be confirmed? It can only be an issue if the attention was brought up with Valve, but I'm really not going to do anything about it. Just curious.
EDIT: With Arman's confirmation, I think there is no need to reply to my comment.
You're making real big progress here. Comparing this media release with the prior one, I see higher quality in everything. It's true those static meshes look a lot like something Valve makes, but they are well-made andto some people's dissapointment that's how they look in reality, too.
Very nice update!
He's talking about the textures, not static meshes. Not to mention the graffiti look familiar.
1st screenshot is NOT ingame. Or you've not compiled it yet.
You could NOT get such crisp shadows. I know. UT3 has halfassed shadow filtering system.
he probably just hasn't cooked the map
Doesn't a lot about light and shadow depend on the quality of the lightmap? It could also be a realtime-lighting volume they add to the scene for the sake of a render.
It's a good scene, backlit, slightly yellow skylight, brightness maybe 1.2, so we get a little bit of bloom. Considering the lighting situation, and my experience with Unreal I believe that's very possible to get these results ingame.
I don't know, does the shadows in UT3 have spatial awareness? It looks like the shadows are blurring based on distance from the point of the light, though its been so long since I used UT3ED.
Pixelisated prerendered shadows - YES.
Realtime ones - no.
Daystranger the map has been baked and does look like that ingame, shadows are staic baked onto the bsp brushes i use for the side buildings.
by default the engine keeps shadow memory on bsp brushes at 32.0 i brang them up to 20 wich gives them a crisper look.
All textures and models were created by me,i did not rip them from halflife 2, i would never stoop to stealing textures.
kinda sucks that putting all this hard work into something and people thinking i stole them. i would never do such a thing.
Thanks for confirming Armanguy. This is moddb. There are so many mods/maps that people try to sell as there own, even if they are stolen.
Though, I trust your word. At least you bothered to comment here.
Again, thank you.
yeah i wanted to make sure that noone thought i stole anything from anyone, i put alot of work into this map. its really hard to make 100% custom content map and i have accomplished that.