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Also, I've removed the skybox and shader links for now, the shader generator page was being abused and as we're moving towards a ue4 mapping base, they're redundant.

ut4_shipping

Ideas and concepts for maps, discuss here.
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xandaxs
Posts: 959
Joined: Wed Aug 17, 2011 5:22 pm
Location: Oeiras, Portugal
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Re: ut4_shipping

Postby xandaxs » Sun Nov 03, 2013 9:30 am

Usually maps have one or two long hallways that allow a sniper to take advantage over others...
[12:25] <JohnnyEnglish> morning Nounou
[12:25] <JohnnyEnglish> wotcha doing?
[12:25] <Nounou> hello
[12:26] <Nounou> nothing much, i've nothing to do at work so
[12:26] <Nounou> modeling woman
[12:26] <JohnnyEnglish> woo
[12:26] <JohnnyEnglish> real women?
[12:26] <Nounou> realistic yes, on maya

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skuzzzz
Posts: 51
Joined: Fri Jun 21, 2013 10:37 pm
Location: United States of America, Oregon

Re: ut4_shipping

Postby skuzzzz » Sun Nov 03, 2013 2:10 pm

Yes, and there will definitely be a couple that a sniper can take advantage of. But I am curving the design to fit the likes of all weapons. Which reminds me. That "small bible to level design / layout" was an excellent reference.

I want to buy that guy coffee

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johnnyenglish
Space cake
Posts: 895
Joined: Wed Aug 17, 2011 9:23 am
Location: Nottingham, England

Re: ut4_shipping

Postby johnnyenglish » Sun Nov 03, 2013 2:47 pm

It does look interesting, can't wait to see it.

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skuzzzz
Posts: 51
Joined: Fri Jun 21, 2013 10:37 pm
Location: United States of America, Oregon

Re: ut4_shipping

Postby skuzzzz » Tue Nov 05, 2013 2:02 am

Most recent:
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Last edited by skuzzzz on Sun Nov 17, 2013 7:59 pm, edited 2 times in total.

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Swiiitan
Posts: 42
Joined: Mon Aug 20, 2012 9:06 pm
Location: Upphärad,Trollhättan,Sweden,Europe,Earth,Galaxy

Re: ut4_shipping

Postby Swiiitan » Tue Nov 05, 2013 3:07 pm

That box-stand looks really cool and reminds me of a map from another game :P good work!


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