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Post Posted: 21 Feb 2017, 16:48
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Post Posted: 25 Feb 2017, 17:50
* Darthweasel: Ok so it's a bit better than 5a. This canyon idea was from some photo. I never thought it would turn out ok. Well, it's a matter of perspective to whether it did or not, but whatever. Some messy bits. After playing doom3 I went back and added a bunch more spinners. I am in awe that the map didn't just get swallowed by some huge BSP hole from all those polys out in the canyon. Like the first map, once I'd finished both i went back and done a second pass changing some of the worst parts. This was originally part of the first map but I hit UEd's 65536 node limit pretty early on into 5b's part, so it had to be split. Lighting this canyon was impossible since a 255 radius light is nowhere near large enough to light it properly. I was happy with how the sense of scale turned out. It makes you feel tiny, which was the plan from the outset. Like the UEd-findable 'Easter-egg' says, I had a good liquid fuel to help me along the way.* Mr.Prophet: Easily one of the best maps in the pack, Map5-B shows off some outstanding stuff from Darthweasel. What I like most about this map is how desolate it is. I wanted the map to be like that and Darthweasel really fleshed that idea out in here. The map doesn't have much sentient presence aside from the bodies of the USM marines that got lost along the way. What we have here is a decaying temple loaded with infestation and disarray. What I think is cool about Graeme is that he never really played Unreal and yet he understands how to capture the atmosphere of Na Pali with this map. The thing about Unreal was that it filled you with awe, and that same kind of wonder that made Unreal's maps interesting (at the time) makes this map interesting. "The Lost Passage of Vandora" is truly a cool map that captures the old feeling of awe Unreal had, where players found themselves slipping through the story and wandering into unknown environments without any sense of objective.
Post Posted: 27 Feb 2017, 18:40
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