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The series continues: MH-CrystalMine4 coming! [ Finished!]
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dU.Mapper
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PostPosted: Sat Jul 12, 2014 2:56 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Haha I was sure it was bound to have an effect on you. :D

Actually, the last screens got me thinking that rather than CrystalMine (more... industrial?) these look like they could be part of the ongoing dU Collab map that happens to be exactly in this style. The problem is the individual map parts (hellfire, hyperion, dodo, me) have already grown so big I'm not sure how UEd will react when all of them are merged into 1 map, I haven't tried yet. Razz
But if possible, this would be nice to have in the collab map I think. IMO it's not an issue to have the same area in 2 maps, and little modifications can be made between the 2 versions too. :Zwinker:
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UT Name: Terraniux UT Since: 1999
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PostPosted: Sat Jul 12, 2014 1:03 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Hey Hellfire, nice to hear from you again!

Well it is an idea, I'll keep it in mind.
In size, CM4 is already bigger than CM3 even without the temple.  Everyone think twice before you open up this map in the editor, beware of it's huge proportions and amount of lighting.
But 2 versions might be a good idea for a collab. project indeed.
Progress: 85% till beta.

This weekend or next week new screens coming up.
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UT Name: }ElitE{HellFire` UT Since: 1999 Gender: Gender:Male
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PostPosted: Sat Jul 12, 2014 3:42 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Yeh, this would fit in perfectly.
I really am eager to get this project done and map one additional area in my part.
I'll try to find some time and patience to come up with something.
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dU.Mapper
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PostPosted: Sat Jul 12, 2014 5:27 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Everyone remember I can script you stuff for monsters or triggers if you need it. Razz DoDo's and my part have plenty of it. ^^
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PostPosted: Tue Jul 15, 2014 9:02 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Would you like to have some more crystals, other size and designs? Smile
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UT Name: Terraniux UT Since: 1999
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PostPosted: Wed Jul 16, 2014 9:17 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Chamberly wrote (View Post):
Would you like to have some more crystals, other size and designs? Smile
 


What did you have in mind?  Would be cool to see some examples.
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UT Name: Terraniux UT Since: 1999
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PostPosted: Tue Jul 22, 2014 1:59 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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New screenshots:

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Completely changed some parts, and enhanced detail. Hope you like this new results.
Note: on shot 0048 there is a small bsp cut to see, will fix that. Last rebuild I misclicked i.c.w ctrl .  Embarassed
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dU.Mapper
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PostPosted: Wed Jul 23, 2014 11:48 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Cool progress again here. ;) I'm less enthusiastic than last time though. :P

Some comments:

1st screen:
Don't forget to match light and light sources. According to current light sources the middle of the corridor should be much darker.

3rd-5th screens:
I really like the ceiling, however I find the floor strangely flat, as if it was artificial. I would lower the floor in the middle part (floor then making a slight U shape), so that the height variation and large slopes would make the area look more natural.
Also, the 2D shaped rock pilar doesn't need to be this complex imo. Right now it attracts the eye too much. I see 4 different sections from top to bottom, I think 2 or 3 would be enough, it would be more consistent with the level of detail of the overall rock structure. It could be larger to look stronger too.

6th screen:
I like that drilling vehicle. :D
You need to build some metal or concrete trimming/separator brush or structure between the man-made corridor in the background and the rock wall, to make them connect nicely (doesn't have to be the same shape as the corridor, it can have its own smaller shape). Right now it looks "raw". For this you have to move the corridor a little away or make it a little shorter, to place this new structure. Here's an example:
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. Of course you can also decorate it to make it prettier. ;)
The big stairway would make more sense in an industrial area if it was turned into a slope, especially if there are vehicles around.

7th screen:
The dirt texture in the big hole could be upscaled. And maybe the other floor and wall textures in the area too.


If you want to see a test version on the mapping server please let me know. :)
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UT Name: Terraniux UT Since: 1999
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PostPosted: Thu Jul 24, 2014 12:53 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Thanks for your commentary Demona.

You will be very enthusiastic when you see some parts I haven't showed yet.
Building something that hopefully will fit in the map, as an ending - - like never before seen.

A little information about 'rocks and stones'.

As seen in Unreal and real - rock DOES reflect light. Not as much as shiny, polished crystals or metallic surfaces but it does. I have put some research into this, before you even mentioned your very first post.  
"Stones" as taken litterally, reflect light(s) when it is carved, cut, sharpened or molted in another way. Like onions, stones have layers.  Not by default it reflects light cause of the outer layer. There must be a light source that gives light.
When you're going for a walk in a real cave, you put your for flash light on, you'll be amazed how much it lights up. In an open field with small cliffs, rocks and stones, it goes less farther then closed in. Why? The light chooses the air to escape for.
Since light comes from an source that gives light and warmth. Warm energy always goes up. In a cave, it bounces back since it has no escape. Just like a internet glass-fiber cable give you the same effect.
Light 'bounces' any direction. So my lighting is valid, in an realistic point of view. It is drilled through, cut and cracked though. It is able to reflect light.
But, could it use an extra lamp? Yes, but the area in between shouldnt be dark or darkened.



About the rest, yes I agree with you. Some points are under contruction and points are generally done and just need some re-defining touches.
And the vehicles are having iron caterpillars to climb, ride and crush any obstacles.  Tanks in WW2 could do that with enough power.  This is Unreal with drilling, overpowered, crushing, 2000 litres diesel engines fueled tanks, with Terraniux as their captain haha. :P

Edit #3: Some parts may seem flat, but they are not. The sh!tty thing is that when you chance a vertex or realign surfaces the index number goes back to 1.
Some textures will be chanced at beta / final version. A couple of them are a just temporary now to give you a global idea.

Btw: progress is 95%. Just need to glue the parts together and is ready to get tested on mapping -- non monsters at first.
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dU.Mapper
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PostPosted: Thu Jul 24, 2014 2:01 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Of course rock should reflect a certain amount of light. I think the lighting in the latest screens is are fine, especially the blue room with the large crystals evenly spread. Only the 1st screen looked weird to me right now. :Zwinker:


Last edited by Cyberia-Mix on Fri Jul 25, 2014 2:45 am; edited 1 time in total
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PostPosted: Thu Jul 24, 2014 6:11 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Quote:
Only the 1st screen looked weird to me right now. :Zwinker:
 


Why don't you just put it that way directly, save my brain a couple hours thinking how to put everything in proper English Razz haha.
The project is been in progress for a quarter year now, and I am already brainstorming, thinking and cracking my brain alot to max out this map in any perspective, in combination with a busy weekly schedule  Wink
Haha. But I am glad we can have a laugh now, let us keep working together.  :You already deserved a credited place in the map, and readme notes.  Wink
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PostPosted: Fri Jul 25, 2014 2:47 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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If you look at my post I did write the screen numbers and the associated comments. The comment on light was for the 1st screen, and so on. ;)

And I corrected a typo in my last post too.

Keep up the good work Terra! Smile
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PostPosted: Sun Jul 27, 2014 3:44 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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First preview version complete, read first post for updates!
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PostPosted: Sun Jul 27, 2014 5:56 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Looks rather good!

Sent you a pm with some patch-work and ideas.


The best way to kill skaarj is to flak it while it leaps towards you.
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PostPosted: Mon Jul 28, 2014 2:09 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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rork wrote (View Post):
Sent you a pm with some patch-work and ideas.
 

Why would you send feedback in private. ;(

Terra >
I put the map on the mapping server and tried it. You must be aware of the MyLevel texture bug. You need to reimport the textures (and with the same name) to fix it.

No major bug otherwise.
Some visual choices look a bit weird to me but most stuff looks really nice. My main complaint overall is that I think the average lighting is still too white.
I suggest we have a walk in the map soon to make detailed feedback easier.

It's really interesting how the map is split in 3 equal parts with different styles. I personally liked the temple part the most, I feel like your mapping skills increased as you were making the map, thus making the last area (temple) the most creative. I especially like the little L corridor with the small water channel on the outer side, this room is really nicely decorated.
I also like the various crystal colors used. I liked the silvery crystals at the end of the map the most. These look awesome. I think you should put more crystals in the temple part.
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PostPosted: Mon Jul 28, 2014 10:49 am
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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Quote:
You must be aware of the MyLevel texture bug.
 


Could you post a screenshot of this please? Are they all having this or just some?

Both of you thanks for the commentary so far!
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PostPosted: Mon Jul 28, 2014 1:51 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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It's easy to see when you're in the map: there are at least 2 textures that are entirely white:
- crates before the big lift,
- coronas in the curved corridor after the lift.
UEd crashes when you try to see MyLevel textures.

Might also be why UEd crashes so much when you move around the map (can't display the texture -> crash). Actually I'm surprised it doesn't crash in game.
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PostPosted: Mon Jul 28, 2014 11:27 pm
PostPost subject:No icon Re: The series continues: MH-CrystalMine4 coming! [new scree
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It was mainly some textures misalligned and stuff like that, some suggestions on storyline though. But more something for Terra to decide upon than throwing a story into the forums for him.

One thing I'd like to share though is the corridor entrance with the big canopy and lights overhead and stairs below that's shown on one of the screenshots. It very much looks worth exploring, it attracts me like light would attract a fly (ah, well it IS light after the dark mine). However, it's an exit. The real entrance to the next part is a non-imaginative hole in the rock wall.

I'd like to opt in on walking through the map together, any evening except tomorrrow would fit me.


The best way to kill skaarj is to flak it while it leaps towards you.
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