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My First Brush Map

So yeah. I've got a layout very roughly based around damnation. It's symmetrical and is basically a couple of outdoor areas connected by large underground tunnels and passages with a massive chasm in the center. There are tunnels leading around both sides of the chasm and a big bridge. The entire layout is multi level and my drawing of it is nearly impossible to comprehend unless you know what the hell it's supposed to be. So there's not point in posting it. ( plus my drawings are fucking shit :v: )
I'm using the UT3 NEC packages to make this map specifically the ones used in the map "Sanctuary".
I'll post more as I get it done. Go ahead and crit the stuff above. I think I want to make the cliffs higher on some sides and find a better grass deco layer.
Update #1
Started on interiors.

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Re: My First Brush Map
Looks all right to me... Then again I'm used to seeing Halo's engine so :P
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Re: My First Brush Map
Update.

Interiors have been started on.
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Re: My First Brush Map
Looking good, can't say much though, I'm still making box maps in UE3.
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Re: My First Brush Map
Break up all of those similar looking rocks. It'd make the scene a lot more interesting.
Looks really good though.
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Re: My First Brush Map
Looks great, keep up the good work.
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Re: My First Brush Map
:iamafag:
I've figured out how intersect and deintersect work. Makes things a lot easier.
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Re: My First Brush Map
What does intersecting/deintersecting do?
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Re: My First Brush Map
Takes the shape of surrounding brushes and modifies your brush accordingly. You would have to see it to understand.
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Also this.
http://forums.beyondunreal.com/showt...57#post2391957
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Re: My First Brush Map
I hope that's not the entire map.
The layout doesn't look like it would work very well with Unreal's gameplay at all, much too open. It seems as if your mind is still stuck in Halo map design mode, with large open areas and little breaking up the lines of fire. That doesn't work with Unreals instant hit - infinate range weapons.
Despite what MetKiller Joe said about the rocks, you really shouldn't be putting that much detail into a map like that at this point anyway. You should just get the basic layout made up in brushes, test the gameplay, and see if it's worth anything. After that you can focus on the visuals.
While on the topic of visuals I'll say a thing or two about how you plan on using Necris meshes... with arboreal styled terrain?
While Terra is a very lush planet, you won't find any Necris structures on it. And the Necris homeworld itself is almost entirely desrt based. hmmm...
Perhaps you can just go with the "I don't give a fuck" method and do it anyway, but it adds depth to the theme of the map if you actually put some thought into where it takes place.
What gametype is this supposed to be for?