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WIP ; ge_codex

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namajnaG:
Hello everyone!
I've been working the past week on a recreation of dm_codex from Unreal Tournament from scratch.
For those who are unfamiliar with UT99, this is a medium-scale deathmatch map, often used in 1v1 matches.
At first, I was using UnrealEditor to recreate the exact same scale as in UT, but it turned out to be waaaaay too small for GE:S, so I ended up using UnrealEd only for reference purposes and enlarged the scale of the map for it to be able to accompany a fair amount of players and to fit GE:S since UT has, of course, way different game mechanics.

Although the map is still in development, since I just finished up the main geometry of the level an hour ago, I decided to give you guys a sneak peak of what will be coming towards you guys in a very near future. I'll be working on lighting and secondary geometry next.
This is ONLY to demonstrate the layout of the level, lighting will come in later

Biorifle spot ;


Hallway under Biorifle ;


Center of the map ;




Flak Cannon spot


Stairway beneath Flak Cannon


Stairways


Ripper stairway


Sniper Rifle's spot


Top (Rocket Launcher)


Large room with the armor


Same room, from downstairs




Here's a quick video if the screenshots aren't enough for ya'.
(You can see through water since lighting was not built yet. Don't mind that.)



I should complete the entirety of the map within the next 7 days if everything is fine and dandy.

WNxSpectra:
Awesome, I'll be looking forward to it.  :)

Rick Astley:
looks interesting namajnaG

cant wait to see more progress on the map :)

Mangley:
Good job! I love UT so I look forward to playing this.

namajnaG:
Hey guys, thanks for the interest! I've been working all week so work on the map has been slow, but I've just finished up the lighting. Here's a sneak peek.
(Pictures aren't top quality and it looks slightly brighter ingame)

Top


Minigun


Next to shock rifle


Armor


Flak cannon


Hallway beneath Flak cannon


Hallway with lava


Main room



Biorifle


Ripper


Stairway in the middle



Lifts


Sniper


Next up is the rest of the geometry and then I'm left off with optimization and weapon placement.
If anyone has any constructive criticism on how I could make the lighting better if you believe it could be improved, I'll gladly take some.

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