Editing and Customization > Community Content
WIP ; ge_codex
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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