Released: DM-1on1-Angeldust
- Revelation
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Released: DM-1on1-Angeldust
Hey folks!
Here's a new map for the new year... DM-1on1-Angeldust.
As you can see from the name, it's a rather small DM map, suitable for 2 or 3 players. Visuals are based on the gothic theme of the ShaneChurch pack, however the textures are heavily modified to create a somehow "unique" style.
Of course I am aware that "Angel Dust" is the frequently-used term for a drug... Just look at the screenshots, and you will know that I didn't pick this name by chance.
Like always, you'll need a descent machine to run the map, but I guess performance is not THAT bad... Chronoshift was worse, and noone complained back then. ^^
Some impressions can be found below, for further information, have a look at the included Readme file.
One thing about the angel statue (Screenshot 1): This is NOT the known model by proof, but an own one. However I think you guessed it, proof's model was my main source of inspiration.
As for the links:
--> Download @ ModDB
--> Download @ utzone
Have fun playing, and feel free to leave comments.
greetings,
Revelation
Here's a new map for the new year... DM-1on1-Angeldust.
As you can see from the name, it's a rather small DM map, suitable for 2 or 3 players. Visuals are based on the gothic theme of the ShaneChurch pack, however the textures are heavily modified to create a somehow "unique" style.
Of course I am aware that "Angel Dust" is the frequently-used term for a drug... Just look at the screenshots, and you will know that I didn't pick this name by chance.
Like always, you'll need a descent machine to run the map, but I guess performance is not THAT bad... Chronoshift was worse, and noone complained back then. ^^
Some impressions can be found below, for further information, have a look at the included Readme file.
One thing about the angel statue (Screenshot 1): This is NOT the known model by proof, but an own one. However I think you guessed it, proof's model was my main source of inspiration.
As for the links:
--> Download @ ModDB
--> Download @ utzone
Have fun playing, and feel free to leave comments.
greetings,
Revelation
Last edited by Revelation on Wed Aug 25, 2021 2:27 pm, edited 4 times in total.
Re: Released: DM-1on1-Angeldust
Graphics, design, style, layout, everything aced.
Hats off, why am I still mapping?
Any chance of seeing it online? I sure hope so...
Hats off, why am I still mapping?
Any chance of seeing it online? I sure hope so...
- Creavion
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Re: Released: DM-1on1-Angeldust
@myth: Take it easy. as MAPPER he is a legend. Can not be denied. There are not many outstanding mappers like him (still active). (at least for UT1)
I fear somehow the day where UT might get that permission for the engine patch. If this guy to will understand its features, we are all doomed. You want a comment? Well you posted a map. Thats enough. I mean .. I wont find any bad points anyway, so whats the point.
Quickly checked map in flyby. Ancient + WOT + Shane church in grey style, many layers. I mean, you always know what you are doing.
I fear somehow the day where UT might get that permission for the engine patch. If this guy to will understand its features, we are all doomed. You want a comment? Well you posted a map. Thats enough. I mean .. I wont find any bad points anyway, so whats the point.
Quickly checked map in flyby. Ancient + WOT + Shane church in grey style, many layers. I mean, you always know what you are doing.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- FraGnBraG
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- rohitggarg
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- Sergeant Todd
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Re: Released: DM-1on1-Angeldust
Revelation,
You've gone and violated the Unreal engine again!!! Shame on you!....
I loved everything about the map, period. the particle work...wow!...
You've gone and violated the Unreal engine again!!! Shame on you!....
I loved everything about the map, period. the particle work...wow!...
Sergeant Todd
---------------
"I miss Olmos & BG, as a matter of frak'd!"
---------------
"I miss Olmos & BG, as a matter of frak'd!"
- Creavion
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Re: Released: DM-1on1-Angeldust
Indeed it is.. if I look at unreal-DEAD-ground... he did not even get any reply there. But no wonder with this retarded forum structure there. Just a shame. Our mappack disappered there as well with .. 2 replies, I remember.
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- Feralidragon
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Re: Released: DM-1on1-Angeldust
Mapping skills + coding skills = Excellent 5 stars maps
Once again Revelation proved what the combination of these 2 fields of development in UT can lead to. Honestly, the particle effects are great and all, but it didn't surprised me anyhow (I have been seeing them in many maps by now), what I liked a lot in this map in particular was the care with the models with those demon faces (the little relief given to them to make them more 3D detailed rather than just texturized) and the sun lensflare (this one owns).
Regarding lighting and architecture, well, nothing to be surprised relative his previous work (it's simpler from what I see), but it's still very very good, after all it's about Revelation we're talking about.
Once again Revelation proved what the combination of these 2 fields of development in UT can lead to. Honestly, the particle effects are great and all, but it didn't surprised me anyhow (I have been seeing them in many maps by now), what I liked a lot in this map in particular was the care with the models with those demon faces (the little relief given to them to make them more 3D detailed rather than just texturized) and the sun lensflare (this one owns).
Regarding lighting and architecture, well, nothing to be surprised relative his previous work (it's simpler from what I see), but it's still very very good, after all it's about Revelation we're talking about.
- Feralidragon
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Re: Released: DM-1on1-Angeldust
In the map, there's a window to outside where you can see the sun, if you stare the sun directly and rotate your view a bit, you will see the lensflare effect, which is extremelly well done.Shadow wrote:Which sun lensflare? O_o
It's rare for me to download maps these days, but it's always worth downloading his maps, you find always something new, something different.
EDIT: Here's a shot from it:
- Revelation
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Re: Released: DM-1on1-Angeldust
Added a Filefront Mirror, while MapFactory is still pending...
Thx to all for the nice comments! Yeah, the sad issue of UT's liveliness...Hard to beleive that the Playground is so dead by now that even FnB would rather comment here than over there.
Anyway, it's not just UP, there are no comments at Unrealed.info so far either... Still hope for Swanky there. ^^
@Ferali:
Compared to Valkyrie, Gorgon, or somthing alike, I wouldn't say it's more simple... Guess the level of complexity is pretty much the same, only it takes effect differently.
Btw, I just noticed that the UDamage pickup isn't rotating.
I simply forgot to set bRotatingPickup to True, despite having played the map over and over again for testing puposes... Shame on me.
Thx to all for the nice comments! Yeah, the sad issue of UT's liveliness...Hard to beleive that the Playground is so dead by now that even FnB would rather comment here than over there.
Anyway, it's not just UP, there are no comments at Unrealed.info so far either... Still hope for Swanky there. ^^
@Ferali:
Yeah right, guess next time I'll have to invent something new for my weapon bases.Honestly, the particle effects are great and all, but it didn't surprised me anyhow (I have been seeing them in many maps by now)
Well, certainly true compared to Chronoshift... Angeldust simply took "only" four weeks to be finished, not half a year and more.^^Regarding lighting and architecture, well, nothing to be surprised relative his previous work (it's simpler from what I see)
Compared to Valkyrie, Gorgon, or somthing alike, I wouldn't say it's more simple... Guess the level of complexity is pretty much the same, only it takes effect differently.
Btw, I just noticed that the UDamage pickup isn't rotating.
I simply forgot to set bRotatingPickup to True, despite having played the map over and over again for testing puposes... Shame on me.
- Feralidragon
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Re: Released: DM-1on1-Angeldust
Perhaps some "lights" (kinda like "coronas", but not exactly if you know what I mean) and some animation in the models themselves would be something I have still yet to see in a map, with different behaviours when the pickup is there or hidden/picked up.Revelation wrote: @Ferali:Yeah right, guess next time I'll have to invent something new for my weapon bases.Honestly, the particle effects are great and all, but it didn't surprised me anyhow (I have been seeing them in many maps by now)
The particles can stay though, just sugesting other kinds of effects.
Well, I was not comparing to Chronoshift, that map beats the crap out of any map I know with that theme (there are clearlly months of work in it). I meant indeed relative to Valkyrie for instance. It might be me indeed, perhaps I am being influenced by both themes (since the theme of this one should be "cleaner and lighter" than Valkyrie which was "darker" where the lights and the details jumped easier to the eye imo).Revelation wrote:Well, certainly true compared to Chronoshift... Angeldust simply took "only" four weeks to be finished, not half a year and more.^^Regarding lighting and architecture, well, nothing to be surprised relative his previous work (it's simpler from what I see)
Compared to Valkyrie, Gorgon, or somthing alike, I wouldn't say it's more simple... Guess the level of complexity is pretty much the same, only it takes effect differently.
I noticed that, I thought it was supposed to be that way lolRevelation wrote: Btw, I just noticed that the UDamage pickup isn't rotating.
I simply forgot to set bRotatingPickup to True, despite having played the map over and over again for testing puposes... Shame on me.
It doesn't look bad that way in my opinion though
- Creavion
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Re: Released: DM-1on1-Angeldust
*caught* ued.info is a german only board, for the ones who dont know (so: the most), which means, the non-germans wont understand anything there anyway. And from what I have heard and you approve it, its like beyondunreal: mostly community threads.
up seems to be dead in any possible way, not even the moderator team seems active there, thats a graveyard. We can let it die anyway... I mean the dying progress started surely around 2 years ago.
edit: anyway I would not worry to much about small possible flaws. I mean was I really amazed by this clean perfect lighting, specially on the terrain. I could never do that. Not even with bright corners (Bright corners has btw an overflow bug, overused it can produce random shadows)
up seems to be dead in any possible way, not even the moderator team seems active there, thats a graveyard. We can let it die anyway... I mean the dying progress started surely around 2 years ago.
edit: anyway I would not worry to much about small possible flaws. I mean was I really amazed by this clean perfect lighting, specially on the terrain. I could never do that. Not even with bright corners (Bright corners has btw an overflow bug, overused it can produce random shadows)
About to be non-active
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
My very last UT map project: CTF-FacePalm (tropical CTF-Face remake)
Why do I leave? click here
What I want to do next: Joining an UDK team (uncertain however) and improve 3D modelling and texture editing skills
Thanks to those who visibly supported me until/at the end!
My reactivated account on indiedb.com.
- Shadow
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Re: Released: DM-1on1-Angeldust
I'm not seeing that effect anywhere.Feralidragon wrote:In the map, there's a window to outside where you can see the sun, if you stare the sun directly and rotate your view a bit, you will see the lensflare effect, which is extremelly well done.Shadow wrote:Which sun lensflare? O_o
It's rare for me to download maps these days, but it's always worth downloading his maps, you find always something new, something different.
EDIT: Here's a shot from it: