• CTF-Face (UT99)
    30 replies, posted
Hello! I'm remaking CTF-Face from Unreal Tournament 99 [img_thumb]http://cloud-3.steampowered.com/ugc/796318143625897830/0690FF3F225ADF2F2B4D9065621D729A70EAAB0A/[/img_thumb] [video=Oh_Isk5qD2U]http://www.youtube.com/watch?v=Oh_Isk5qD2U[/video] Available in [URL="http://steamcommunity.com/sharedfiles/filedetails/?id=189453748"]Unreal Tournament pack[/URL]
Nostalgic as hell.
The lighting could be better to be honest.
I remember this from UT2004. Awesome.
Oh this was my favorite map <3
[QUOTE=I'm great;44535895]The lighting could be better to be honest.[/QUOTE] I have to agree here, it could be way better. The lighting in this port is almost fullbright compared to the original: [t]http://i.imgur.com/iFhLD4G.jpg[/t] The lighting needs to be toned WAY down. Also, the earth is supposed to have the blue atmosphere halo around it, which is missing in the port.
best map 2000 i used to suffer from withdrawals because of this map
Just a few things I think need to be changed. -The skybox (As in, the stars) should rotate as well, as in the original map. For this, it would probably be best making the skybox texture into a sphere model, like other maps with a rotating sky. -The earth is missing the blue glow around it's edge as it had in the original. (As GiGaBiTe said) -Lighting needs to be revamped, as GiGaBiTe said as well. It's much too bright and uniform white for the setting. -Things in the skybox feel a little too close? That might just be me, or how Source handles skyboxes, but some of the galaxies look too close to the towers at some angles. Not really sure about that. -The picture of the moon has a really obvious black frame around it that needs to be cut out.
I figured out why the map is more or less fullbright, it looks like most of the map is a huge model :v: Explains why the geometry is almost identical. [QUOTE=sirdownloadsalot;44549477]Just a few things I think need to be changed. -The skybox (As in, the stars) should rotate as well, as in the original map. For this, it would probably be best making the skybox texture into a sphere model, like other maps with a rotating sky. -The earth is missing the blue glow around it's edge as it had in the original. (As GiGaBiTe said) -Lighting needs to be revamped, as GiGaBiTe said as well. It's much too bright and uniform white for the setting. -Things in the skybox feel a little too close? That might just be me, or how Source handles skyboxes, but some of the galaxies look too close to the towers at some angles. Not really sure about that. -The picture of the moon has a really obvious black frame around it that needs to be cut out.[/QUOTE] I could probably make them a new skybox as I've already done it for another test map I made awhile ago. [media]http://www.youtube.com/watch?v=-UiXdokHqwY[/media]
Add a trigger_hurt between the island and the end of the map, and add trigger_remove ( don't flag clients. ) at the end of the map so the bodies will dissapear.
Just when i was thinking "Ugh, too bad these UT sweps doesn't include my favorite map.
I've made some improvements. And I don't think lighting is that bad. [img_thumb]http://i.imgur.com/WbY0BkX.jpg[/img_thumb]
You should check out the GDC vault, there was a level design talk about CTF-Face and how it devolved into a really hard to read map and then back into it's original form in the later Unreal games.
I think the important thing is to get the rotating sky. My fond childhood memories of this game always came from how nauseatic this map was when you stopped to look at the sky.
[QUOTE=sirdownloadsalot;44557297]I think the important thing is to get the rotating sky. My fond childhood memories of this game always came from how nauseatic this map was when you stopped to look at the sky.[/QUOTE] Already did
Does it rotate on both axes now? The last time I checked, it was only rotating on a single axis.
It does
Took some comparrison shots: (Click for higher res) [t]http://i.imgur.com/R17qOTg.jpg[/t][t]http://i.imgur.com/lP6OLPN.jpg[/t] [t]http://i.imgur.com/DVL1GsG.jpg[/t][t]http://i.imgur.com/FsbbXrl.jpg[/t] [t]http://i.imgur.com/QEaN9RR.jpg[/t][t]http://i.imgur.com/vKb4c7t.jpg[/t] [t]http://i.imgur.com/zYqLPy6.jpg[/t][t]http://i.imgur.com/PMJRIcd.jpg[/t] [t]http://i.imgur.com/N2dh0ws.jpg[/t][t]http://i.imgur.com/NsCK52U.jpg[/t] The lighting is a lot brighter then the original UT version. Also, the shapes in the skybox (Mars and the galaxy) appear to be a part of the sky texture, rather then independant brushes. Also, the earth appears to be a 3d shape (Like a disk). [t]http://i.imgur.com/5zT7jup.jpg[/t][t]http://i.imgur.com/8B21ocB.jpg[/t] (Couldn't get a full view image of the earth, but you can see the vertices here
The reason that stuff in the skybox looks different in UT is because the sky_camera entity is rotating and objects are fixed in one position. The sky_camera entity in Source can't rotate so you have to rotate everything around the sky_camera if you want to have motion. If you look at Facing Worlds in UnrealED, you can see that besides the earth, the moon, galaxies, asteroids, etc are floating brushes. The lighting is bad in the Source port because of what I suspected, all of the terrain is one huge model with invisible brushes for the player to stand on. Model lighting is bad unless you use some specific compile options, and even then it can still look bad. I spent some hours last night converting the model to brushwork and man is it a pain in the ass: [t]http://i.imgur.com/YYDevkB.png[/t]
[QUOTE=GiGaBiTe;44573921]The reason that stuff in the skybox looks different in UT is because the sky_camera entity is rotating and objects are fixed in one position. The sky_camera entity in Source can't rotate so you have to rotate everything around the sky_camera if you want to have motion. If you look at Facing Worlds in UnrealED, you can see that besides the earth, the moon, galaxies, asteroids, etc are floating brushes. The lighting is bad in the Source port because of what I suspected, all of the terrain is one huge model with invisible brushes for the player to stand on. Model lighting is bad unless you use some specific compile options, and even then it can still look bad. I spent some hours last night converting the model to brushwork and man is it a pain in the ass: [t]http://i.imgur.com/YYDevkB.png[/t][/QUOTE] Why would you do his work for him?
Holy shit was that annoying: [t]http://i.imgur.com/YKgkfar.jpg[/t] I had to make all of the terrain upside down because hammer wouldn't show the polygons of the model terrain. When I finally flipped it over, it was wrong so I was like goddamnit spent 3 days doing this and got it assbackwards. But then a bit of inverting and flipping it made it fit the original model. [t]http://cloud-4.steampowered.com/ugc/3281179775392106690/980E11218DCE3B34B5D90930AE30AC5A8DF3CAFD/[/t] The lighting is still weird because light_environment bounces, while in UT the map was lit with several point lights (UT wasn't known for its great lighting system.) I'll have to remake the towers next and then sort out the weird lighting issues.
[QUOTE=GiGaBiTe;44577580]I'll have to remake the towers next and then sort out the weird lighting issues.[/QUOTE] Why? I spent some days for making it and you just demolish my work?
[QUOTE=TheMostUpset;44577720]Why? I spent some days for making it and you just demolish my work?[/QUOTE] Not demolished, polished. I actually wanted to port Facing Worlds years ago, but never got beyond making the two towers. The crazy terrain asteroid was well beyond being able to do it by eye alone. The model you made was a perfect template to make all world brush based geometry. I was going to give you the VMF and all of the assets once I converted the terrain, but then realized the towers weren't going to align with the ground without being redone. The work is originally yours so I was going to let you have full credit, ownership, etc. of whatever came out of it. I just did it for fun and killing time. Very broken skybox: [media]http://www.youtube.com/watch?v=Xf6Xp7uAlVA[/media]
Just put down a bit the blue tower, otherwise you'll have to jump to enter it (like on vid). And I'll use my own skybox, it looks better I think
[url]https://www.mediafire.com/?ne4q93hx24fv2rk[/url]
Thank you! I can't imagine how you did that terrain, are you god? [editline]18th April 2014[/editline] Found a weird bug, I just stucking here [video=youtube;IyDGyfZ4YXo]http://www.youtube.com/watch?v=IyDGyfZ4YXo[/video] [editline]18th April 2014[/editline] Also [img_thumb]http://i.imgur.com/32JLmFA.jpg[/img_thumb]
[media]http://www.youtube.com/watch?v=i_0G6WPuss4[/media] Thread music
I think I have the problem fixed, took a few hours of mucking with brushwork. I'll upload a fixed version in a while.
[url]https://www.mediafire.com/?ne4q93hx24fv2rk[/url]
Nice work Gigabite and TheMostUpset i love your map ! I'm a fan of UT but i found something in the towers at the entrance of both the area to access just before the flag and the health on the ground isn't a little bit shrink ? Is it possible to make it bigger ? Also I found this is a great work I love what you make :D Is it possible to make higher jump like the mutators ?
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