Map Showcase

Re: Map Showcase

Postby Goku » 16 Dec 2011, 07:39

Wow, very nice looking map. Cant wait to try it out.

ill leave u feedback after I test it a bit
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Re: Map Showcase

Postby kr1egsgott » 16 Dec 2011, 11:37

Where did you buy this awesome chairs? :D
Downloading now...
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Re: Map Showcase

Postby something » 17 Dec 2011, 19:04

Played Afterlife some yesterday, it was awesome! Excellent map DAMIEN, great details and game play layout, lots of fun.
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Re: Map Showcase

Postby Ulukai » 29 Dec 2011, 13:20

Teaser of a new map I'm working on. :) It's still very much WIP, but gives an idea of the theme. I'm not even sure about the skybox, still have to add ALL the lighting (only temporary sun for now, will probably get removed when everything is lit) and also have to add more buildings.

It will consist of 3 buildings, linked together with jumppads. In the screenshot is what will become the main building with multiple floors.

screenshot.0001.png
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Re: Map Showcase

Postby fawstoar » 29 Dec 2011, 16:57

That is amazing, Ulukai. Can't wait for release... sounds like a Ubik without the chaos.
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Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
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Re: Map Showcase

Postby Ulukai » 29 Dec 2011, 21:55

I guess you could describe it best as a mix of Ubik and Linear. It will be BIG, that's for sure :)
Maybe my first release could be in a month or so.
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Re: Map Showcase

Postby TristamK » 30 Dec 2011, 04:35

Teaser of a my new map for Time-Trial . I want create a map like in game inmomentum :)
Image
Image
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Sorry for my bad English. Sometimes i use google translator.
The official group of the Cube 2 Sauerbraten and Red Eclipse in vkontakte -> https://vk.com/cube_engine_news - VK support English too ;) . Also you can find all news about Cube 2\Red Eclipse in this group too
Topic with FULL information about Time-Trial . All maps , video , tutorials here . Also here you can see all best times on maps .
My youtube chanel
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Re: Map Showcase

Postby Ulukai » 30 Dec 2011, 11:51

That's looking very interesting TristamK. I haven't seen such a map before in RE :)
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Re: Map Showcase

Postby Goku » 30 Dec 2011, 16:31

You may want to try tweaking the map gravity to make it more like in momentum. hope I can try the map soon.
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Re: Map Showcase

Postby Ulukai » 30 Dec 2011, 17:18

I've chosen another skybox today, almost finished the cellar (look closely throught he glass on the first picture) and started adding the first lights. Still many more to come of course, but the atmosphere has changed dramatically and I wanted to share this with you. :)

WIP name of the map = Conflict

screenshot.0001.png


screenshot.0003.png


screenshot.0004.png
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Re: Map Showcase

Postby kr1egsgott » 30 Dec 2011, 18:47

Nice work,
but im not sure about the skybox.
Yet another dark map... just an opinion
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Re: Map Showcase

Postby Ulukai » 30 Dec 2011, 21:26

kr1egsgott {l Wrote}:Nice work,
but im not sure about the skybox.
Yet another dark map... just an opinion


I'm not sure yet about the skybox, but I like it better than the one in the first screenshot (wrath). I might add a kenon cloudbox, we'll see.
Don't forget I still have to add all the lights, I only did some in the middle of the map so there will be plenty of light when the map is done. ;) Also, to my taste there aren't so many dark maps in RE... It could be worse :) And the dynamic lights look fantastic on dark maps!
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Re: Map Showcase

Postby qreeves » 31 Dec 2011, 08:17

Extremely dark maps are not a good idea; I tell this to every potential mapper it seems. I know you are trying to create "atmosphere" but in the end, such a thing does not work in favour of good gameplay in a multiplayer game (it may work just fine in singleplayer games, I don't know, I never much liked Doom 3 myself because of this).
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Re: Map Showcase

Postby Ulukai » 31 Dec 2011, 12:49

I agree, too dark plays well in horror shooters, but doesn't fit RE. Like I said, it's not going to be very dark (does everyone keep thinking this because the night skybox or because I haven't added lights yet?) I just haven't had time for lighting yet. At this moment not even all the geometry of the main building is done. Once that is finished, I will add light to the building. There only are some lights in the middle of the map to let you see at least something ;)

Anyway, the concept is 3 floating buildings... Makes sence that they float in space, right? Hence the stars skybox. It would be odd with a tropical skybox :p
I'm using a bigger mapsize than standard and this stretches the images of the skybox a tad. It's noticable with the most skyboxes: take the "jwin/space" skybox for example, the planet outlines become edgy instead of round. And the stars skybox still looks good, another reason for this skybox. Maybe I might change my mind again later, who knows :p

But still, a good map takes time so when I'm in a later stadium where there is more to see, you'll be the first to see here :)
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Map Showcase: "Sorn" Beta

Postby raiden » 30 Jan 2012, 03:30

Sorn Beta

Hello, unfortunately I haven't seen this topic again at first. Otherwise I had posted my map only here. So I post that link instead: sorn beta .

The download version isn't the latest, I've already tested a newer one together with other players online.
There is still much to do: botpathing, textures and lightings have to be updated, a small problem with the portals has to be solved and some other cosmetical things . I will update the download link, when these things are done. That version will be a little contrast to this one then (I hope so :D ).

Thanks to Goku, Ulukai and some other people for watching, commenting and partial playtesting.
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Re: Map Showcase

Postby Ulukai » 30 Jan 2012, 12:41

Raiden: This thread is mostly used for WIP maps. Once you have a stable release out, it's OK to start your own thread and collect feedback there :) Otherwise this thread might become chaotic pretty fast.
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Re: Map Showcase

Postby Ulukai » 30 Jan 2012, 21:25

The map I showed some screenies of before will have to wait... I put it in the fridge for now as I have too much trouble getting it textured because some geometry is off. I did too much geometry without texturing it immediately and I got stuck. That's why I started a new map some weeks ago which is almost finished.

To do:
Lighting outside (only 1 side is finished as you can see below), lighting inside is done except for the basement level.
Weapons, player starts, flags, ...
Add jumppads to reach higher levels (only 1 placed atm, see screenshot)
Waypoints

So I guess like 85% of the map is done, I hope you'll enjoy the screenshots below... :)

screenshot.0001.jpeg

screenshot.0002.jpeg

screenshot.0003.jpeg

screenshot.0004.jpeg
Last edited by Ulukai on 31 Jan 2012, 09:36, edited 1 time in total.
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Re: Map Showcase

Postby fawstoar » 31 Jan 2012, 00:48

Damn Ulukai... looking great already.

Also quin, is Ares in the rotation yet, or is it just my client being clunky? Last time I checked I couldn't select it. (Maybe because the server I was playing on wasn't updated?)
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Re: Map Showcase

Postby qreeves » 31 Jan 2012, 07:11

Ares isn't optimised enough to include in the main rotations, even on my PC the frames per second tanks considerably. It is included in the game for those who wish to use it offline, etc.
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Re: Map Showcase

Postby Ulukai » 31 Jan 2012, 10:13

Well... For Ares I had to choose... Beauty or functionality. Most feedback I got was about too cubic rocks, so I improved them with the help of heightmaps. I'm quite happy with the result, but this in combination with the open area and high visibilty doesn't help the framerate. Although, I have no problem with it at all myself but I understand that it can be frustrating to some people. But is it that much of a difference with let's say Venus? Does your framerate on Venus get way higher?

If Ares would be in the main rotation and too many people dislike it, they can always vote on another map and the round is over, no? It's kinda strange that it's the only map not in the rotation although many players like it.

Anyway, about my new map: I'm confident that it will be playable on lower-end systems as well :) I'm not sure about the name yet. Maybe I'd call this one Conflict, or I was thinking about Balance as well, due to the balance you'll need to keep on the outer walkways. Any thoughts about the name? I know there are people here with more fantasy, so I'm curious to hear them.

Quin, could you be so kind to take a look at the 'Mapping' thread? I asked a question there about jumppads and pushers, but no one answered that one yet :( It would help me out and satisfice my curiousity ^^
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Re: Map Showcase

Postby raiden » 31 Jan 2012, 23:49

Hey Ulukai, your map looks very nice and it is easy to see, in which direction it develops. It reminds me to a similar own idea about a cube in space. The name could be a moon from a planet of our solarsystem. Such a name would be short, sound beutiful and it would make sense (e.g. the famous moons of mars with the names of greek gods). When you could find a spacemap, you could choose one by yourself. I give you real ideas here ;) . I saw that you use many heightmaps in your level. I had not enough time, to introduce myself in that topic. So I couldn't implement it to my maprelease until now. Maybe later, but at the moment I'm busy, have other projects parallel and don't want to neglect my social live :).

sorn 1.2

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Re: Map Showcase

Postby Ulukai » 01 Feb 2012, 14:29

Thanks for the tips about the names. I like the name Phobos, but it was used for a map in UT99 already, so that's out of the question. Deimos doesn't sound half as cool as Phobos, so I don't think this would fit :p I'm still thinking about Conflict, because I see this map as a place where players can battle each other to solve conflicts they have given the arena-like look. Maybe Astra is a possibility as well, this refers to the stars... Tell me what you like best and mention why :)

Raiden, in this new map I'm not using heightmaps, but I did in my first map Ares. You can find information about this here: http://sourceforge.net/apps/mediawiki/redeclipse/index.php?title=Map::height_mapping. And don't forget: you can use heightmapping on both horizontal and vertical surfaces.
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Re: Map Showcase

Postby raiden » 01 Feb 2012, 15:50

I can imagine your vision of maybe a cyberspaced arena place to hind wars and fight virtually instead, to solve the conflict. Do you mean that ? In this context, your idea matches better. In that case I would also take your name. 'Astra' seems not to be "cool" enough for me. It sounds to positive, to bright. I took a look into the dictionary cc and found another word with other sound but similar meaning: "strife". This sounds better in my opinion, but fits your idea. On the other site it has not the exactly the same meaning. 'Conflict' sounds solid and says everything, so why not ? Mmh, you have to decide :).
Apropos: I know the Unreal series and the UT99 version of Phobos as well. I liked this map very much. There is a very good remake (beside others) for UT3 to find outhere.

Concerning the heightmaps: I have to pretend that I confused here something. Thanks for the link, that clears everything for me. Unlikely that I would need that for my map at the Moment. Maybe when I add some details, I had some ideas, mmh ... :)
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Re: Map Showcase

Postby Ulukai » 03 Feb 2012, 22:12

3 more screenshots to get your attention. Release 1.0 will be this weekend, I only need to get the waypoints done, the rest is polished and waiting for you to try out! :)

screenshot.0001.jpeg

screenshot.0002.jpeg

screenshot.0003.jpeg
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Re: Map Showcase

Postby Ulukai » 06 Feb 2012, 18:07

Map released :) See viewtopic.php?f=53&t=2698 for the download link. You can also leave a comment there.
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