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 dk_ctf_ng2-Final submission 
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Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post dk_ctf_ng2-Final submission
Hi, this is dONKEY.

I am intending to do a CTF level (probably be called something like dk_ctf_ng2, depending on what naming conventions you guys want).

I have a terrific idea I want to use. I wont start mapping till the start date, but I have been working on some new textures for the project.

My email address is :dk<@>leveldk.co.uk

My site is http://www.leveldk.co.uk


Last edited by dONKEY on Mon Aug 02, 2010 2:53 am, edited 1 time in total.



Mon May 03, 2010 5:43 am
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Joined: Wed May 05, 2010 1:27 pm
Posts: 82
Post Re: dk_ctf_ng2
Hey dONKEY! Nice to see you here, maybe I'll also enter the competition ;). Good luck with the map!


Wed May 05, 2010 1:39 pm
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: dk_ctf_ng2
Do it shadoW! :mrgreen:

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Wed May 05, 2010 1:43 pm
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Joined: Wed May 05, 2010 1:27 pm
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Post Re: dk_ctf_ng2
I would really like to, but I'm not sure I'll find tha time to do it :). I'll decide near competition start time.


Wed May 05, 2010 8:50 pm
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Joined: Mon May 03, 2010 3:11 am
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Post Re: dk_ctf_ng2
Hey ShadoW...enter the damn thing! There is no excuse, I'm taking part and this will be over my busiest time in RL.
It'll be fun.


Thu May 06, 2010 12:09 am
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Joined: Mon May 03, 2010 3:11 am
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Post Re: dk_ctf_ng2
Hmm, that was odd a window just came up saying I was blacklisted....
I guess I post the screen shot updates here?
Image
I am intending to put the map together Unreal-esque, with externally modelled geometry put together in the editor.
The screen above is some geometry waiting to get exported into Blender for some tweaking about. These are my basic shape sections that will be repeated in several places in the map.


Tue May 25, 2010 11:56 pm
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Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Been a heck of a long day, but I've done some mapping after work tonight. Two quick geometry and texture tests from me:

Image
The above is a first test of some terrain and stair models and textures

Image
The above is a test of the geometry sections turned into models that I was working on this morning (shown in the in-editor shot)


Wed May 26, 2010 4:05 pm
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Joined: Fri Apr 23, 2010 2:11 pm
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Post Re: dk_ctf_ng2
very cool.

those mini-steps better be clipped. i hate getting snagged on sh!t when i'm flying through hallways.


Wed May 26, 2010 6:00 pm
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Joined: Mon May 03, 2010 7:08 am
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Post Re: dk_ctf_ng2
Cool stuff Donkey. Looking forward to see what you are going with this

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Wed May 26, 2010 6:24 pm
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Post Re: dk_ctf_ng2
Looking awesome!

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Wed May 26, 2010 6:31 pm
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Joined: Mon May 10, 2010 4:42 pm
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Post Re: dk_ctf_ng2
a solid start yep


Wed May 26, 2010 6:32 pm
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Joined: Mon May 03, 2010 3:11 am
Posts: 119
Post Re: dk_ctf_ng2
Fanx,
Here is a first attempt at a flag area. I'm thinkng I want the flag just inside the temple building.
Looking at it now, I think I need to scale up the lotus tower, looks a bit thin and weedy.
Image


Thu May 27, 2010 12:51 pm
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Joined: Mon Apr 26, 2010 4:49 pm
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Location: Somewhere near Berlin
Post Re: dk_ctf_ng2
I hope this wont be the only entrance to the flag room! Still looking very good.

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Thu May 27, 2010 1:46 pm
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Post Re: dk_ctf_ng2
Not entrance to the flag room, that has four at different levels, just an ornate area to site the flag.


Thu May 27, 2010 2:07 pm
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Joined: Wed May 26, 2010 5:45 pm
Posts: 36
Location: New York
Post Re: dk_ctf_ng2
Wow, dONKEY, this already looks great! Couple of things you should think about if you haven't already:

1. Scale. I hope this map will be scaled 125%-150% larger than your last map. That really boned you last time. I don't see as much of a reason to stick to realism with this theme either, given there are far fewer real world objects for a player to determine his size against and ancient stuff tends to be thought of as "larger than life" anyway.

2. Vertical action. The map is looking very flat so far; not only because of the temporary floors but also because the outdoor setting is going to give you less levels to work with. You're going to need quite a bit of elevation change on the terrain to make things more interesting so I would start working that into the models ASAP (Sock's Pyramid of the Magician does this very well).

-pat


Thu May 27, 2010 7:03 pm
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