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Post Posted: 29 Jun 2014, 03:03
Post Posted: 29 Jun 2014, 04:47
Post Posted: 29 Jun 2014, 18:13
AlCapowned wrote:Did you make the map with the HD textures, or did you just use the HD textures for the screenshots?
Post Posted: 29 Jun 2014, 18:45
Post Posted: 29 Jun 2014, 20:56
Post Posted: 30 Jun 2014, 03:25
Pla wrote:No, I originally started to create these maps without HD textures, and when I found the HD text pack on the net, i just upgraded my Unreal game. I never experienced any problems on my maps coused by the HD textures.
Post Posted: 30 Jun 2014, 17:39
Post Posted: 30 Jun 2014, 19:27
salsaSkaarj wrote:Hi PlaAcrid means: pungent/sharp/stinging (more applicable to smell than to taste - in the latter case bitter would describe the sense)I suspect that acrid (as a name for a mappack) was chosen for the gameplay you intended (harsh or corrosive, perhaps unforgiving) (as in the tone in which one can speak).Hope this rings a bell 'cause without any memories of the story you'll need to think up a new one to set up a development plan.The screenshots look nice and I'm curious as to the transition between the modern looking inside area and the vast outside area (especially the bottom pic : strange blue door-like structure which seems to provide an entrance into what?
Post Posted: 30 Jun 2014, 19:35
Carbon wrote:I may be mistaken, but on your own machine, using the HD textures for mapping isn't an issue, but when and if you want to share the map or play online, then things get hairy. There are a number of clear warnings not to use the HD textures for mapping from their creators.
Post Posted: 30 Jun 2014, 21:10
Post Posted: 30 Jun 2014, 22:58
Post Posted: 01 Jul 2014, 03:47
Post Posted: 06 Jul 2014, 21:55
Themisto wrote:Pretty cool loking interiors! but that outdoor are is too flat on all fronts.
Post Posted: 06 Jul 2014, 22:12
[UDHQ]Jackrabbit wrote:Pla, you seem like you have a real knack at mixing different flavors of texture sets in those indoor areas. I'm seeing textures from Skaarj, Mine and DecayedS package and as much as mixing texture packages together can go wrong, your screenshots still seem nice and have a sense of "place" to them.To be completely honest with you, since you can't really remember where the name came from or why you started it but never finished, you might be better off just releasing what you have alpha to the public just to give you feedback and ideas for things like story, gameplay and difficulty and general critiques on your geometry and lighting capabilities thus far. I think the more suggestions (and dare I say help) you receive from the community here, it might just get you a position on a current mapping team or lead to an entirely new individual SP project that could mean alot more to you personally. Just a suggestion and if instead you decide to finish this one off any call it a day, I understand your POV.A First critique of one of the screenshots you have already provided:Generally speaking the geometry lends itself nicely in this screenshot. I think a bit more geometrical variation on the floor to help the skaarj panels and trim could help bring the level of detail out much more. Maybe also introducing a second floor texture. My main issue with this screenshot though is the skaarj decoration texture leading up to the overscaled Starship light at the upper-right hand corner of this image. The Skaarj decoration texture that abruptly ends looks.... well.... abruptly ending and the light source way overscaled. Maybe you could just extend the decoration(s) up the wall completely and just ditch that light all-together but its hard to say.
Post Posted: 14 Jul 2014, 01:24
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