Name: Dm-Grand-Diablo
Version: beta3
Compatibility: DeathMatch,TeamDeathMatch,Duel
Description: i am not good with story so if somebody wants to fill in fantasy stuff be my guest
Comments: the map is based on the phenomenal concept art by marc simoneti (
http://www.blizzard.com/us/inblizz/contests/artcontest2006/images/granddiablo.jpg ) that won him the the blizzard art contest i tried to contact him and ask for permission to do a 3d interpretation of his painting but i couldn't get a hold of him which is kind of worrying considering that he does freelance work and getting a hold of him needs to be REALLY REALLY easy. i hope he or one of his mates will see this and tell him to get in touch with me ^^ what else can i say ... its a 100% custom map. for the first time ever i want to do an extended beta release phase for my custom maps before i release a final and get as much user input into the map as possible and i am talking specifically game play here ... i have to admit i have never really understood what makes unreal maps tick it always seamed like witchcraft to me counter strike or dod i could dissect the gameplay into microscopic detail but with unreal i have always been lost so i really really need your guys input here on all the weapon /pickup placement trick jumps ... EVERYTHING need a new entrance here ? need access to that roof there ? anything still goes bombard me with game play wishes ... please ... go nuts ! also of course any kind of bug and graphics artifact you find please post a screenshot as well
thanks in advance
Screenshots:
whats new:
... too much for me to remember ...
Credits:
map models and textures by Soenke C. "Warby" Seidel
conceptart by marc simoneti
raw photos and cathedral exterior base geometry by thomas "hessi" hess
mental crisis support by hourences
Homepage: http://www.warby.deDownload:http://warby.bitproll.de/projects/0042_dm-grand-diablo_beta3/dm-grand-diablo_beta3.rar
yes this is a shameless thread copy paste from the epic forum
Replies
maybe a little too red. it washes everything out. try throwing in some very very subtle complementary colors perhaps. or whatever color scheme you'd like.
second to last image could use some shadows.
do you have some level overview image?
also I'm not sure if clutter missing is an issue, heh.
I'll get to playing it and let you know later on.
http://en.wikipedia.org/wiki/Image:John_Martin_-_Sodom_and_Gomorrah.jpg
i am way more dissatisfied with the lighting on the outside its so ... greybrown its what i would have assumed would be the general color that the sun on the concept art would tint the level with ... but i just don't like it
i tried some other moods but i really don't know what direction to take this in
looks great man.
how are you achieving the saturation efect? just a strong colored light or a post process volume? I think if you lit it with a bit of colored lights that are a lot more subtle saturation wise and then used a post process to tweak the mid tones, shadows and highlights you could get some nice breakup going on while still harmonizing the color pallete.
looks pretty awesome so far man.
edit: I managed to load the map in the editor, but my video card (8600 GT 512mb) could not play it. I'll try it on my work machine.
ps. I noticed that a lot of models in the generic browser only have 1 UV channel, you may want to revisit them so that they are casting/receiving shadows better.
that is wired i only have a 7800 and i have no problem loading it i mean all around memory efficiency was one of my big goals that is also why i cut up my geometry in specific ways to FAKE ligthmap shadows without actually having any hence the 1 uv set
you should be proud of this for sure dude, its clearly visible a lot of time and effort went into this.
Cheers
the cliff on the left in the screens looks a bit like chocolate hehe, maybe its the spec.
i was always wondering why the light is so dark / contrasty in the screen shots its not at all what it looks like in unrealed .... and than i saw that i completely forgot that a while ago i set the the postfitler settings to VIVID and it seams to make a quite a difference
I remember when you posted Kolsh and how blown away I was. Forget characters, this is pure skill. Downloading this now!
p.s- Would you mind Warby if I contacted you personally to get an idea of your basic workflow in regards to UE3. I could very much use some of your wisdom in regards to some things related to my MOD. Thanks!
Scott Petty
www.Buddikaman.com
Environment Artist