MP_TheSpire - GOW - Released

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MP_TheSpire - GOW - Released

Postby Hourences » December 5th, 2007, 2:20 pm

It has been released.

# The surroundings are made of custom content, the estate itself is a combination of stock art assets and my own BSP and effects.
# The level is not entirely finished yet, but I've decided to release as is as I experienced too many problems with the game throughout development. VERY frequent crashes (even baking lighting in a simple 1 cube level crashes the editor half the time, opening any package or any level has a 30 percent chance of crashing attached to it). Having to spend 30 minutes trying to get Live working just to play my own damn level. The game streaming in no textures of custom levels at all unless you really enforce it through the properties (bug..). Having to resort to taking screenshots in the editor viewport because I cant find any useful console commands ingame apart from "exit" (no dev mode available - not even in the special PIE editor play window). The menu being just barely able to support any third party content Etc.
#4-5 days of work...


Download:
http://download.beyondunreal.com/filewo ... _spire.zip
Thanks to Beyondunreal.com for the mirror.


Making-of Picture gallery with a couple of comments:
http://www.hourences.com/book/tutorialsspire.htm


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http://phalanx.planetunreal.gamespy.com ... spire1.jpg
http://phalanx.planetunreal.gamespy.com ... spire2.jpg
http://phalanx.planetunreal.gamespy.com ... spire3.jpg
http://phalanx.planetunreal.gamespy.com ... spire4.jpg
http://phalanx.planetunreal.gamespy.com ... spire5.jpg
http://phalanx.planetunreal.gamespy.com ... spire6.jpg
http://phalanx.planetunreal.gamespy.com ... spire7.jpg
http://phalanx.planetunreal.gamespy.com ... spire8.jpg
http://phalanx.planetunreal.gamespy.com ... spire9.jpg
http://phalanx.planetunreal.gamespy.com ... pire10.jpg
http://phalanx.planetunreal.gamespy.com ... pire11.jpg
http://phalanx.planetunreal.gamespy.com ... pire12.jpg
http://phalanx.planetunreal.gamespy.com ... pire13.jpg
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Postby Psyshokiller » December 5th, 2007, 3:20 pm

Good job!
That little making of was an intresting insight. :)
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Postby Pericolos0 » December 5th, 2007, 3:32 pm

Cool architecture! I don't like the huge contrast and extreme bloom though :(
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Postby Zeta » December 5th, 2007, 4:22 pm

shot two is stunning, definatly got to pick up this editor.
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Postby Hourences » December 5th, 2007, 4:26 pm

Theres barely any bloom at all in the inside and you really need high contrast for a game and a theme like this.
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Postby Thrik » December 5th, 2007, 4:35 pm

The lighting in that first shot looks infinitely better than the older versions. :-D
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Postby JamesL » December 5th, 2007, 5:45 pm

Rockin. Love the style and setting :-D
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Postby Sa74n » December 5th, 2007, 7:43 pm

i cant check out the map cuz my laptop wont run anything newer then source engine but judging from the shots it looks decent. i am just surprised how soon the gears of war style and look started to look out of date though. i guess the biggest problem is that there isnt enough visual connection to real life like everyday products. its something bioshock did a lot better with loads of models of stuff just laying around, cigarettes, booze, tools, magazines and stuff.

ah well thats not your fault though. that was more of a rant about GoW in general. the map looks nicely crafted :)
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Postby [HP] » December 5th, 2007, 9:52 pm

Lovely, congrats on another nice and good looking map! :)
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Postby Warby » December 5th, 2007, 11:17 pm

i don't have gears on pc just on 360 otherwise id love to play it :)

@74 i know what you mean however i thought gears of war kinda looked OUTDATED the day it came out that is largely due to this bullshot:

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... OUTDATED by its own standards :D

nothing in the game had shaders this good or texture resolution this high !
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Postby Buddy » December 6th, 2007, 12:07 am

TRUE!
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We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.


Yeah! Right there, up in my ass. :oops:

I think they expected 2006-7 pcs to be far better than they actually are. :P
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Postby Algor » December 6th, 2007, 1:14 am

buddy the designer wrote:TRUE!

We are authoring most character and world normal maps and texture maps at 2048x2048 resolution. We feel this is a good target for games running on mid-range PC's in the 2006 timeframe. Next-generation consoles may require reducing texture resolution by 2X, and low-end PC's up to 4X, depending on texture count and scene complexity.


Yeah! Right there, up in my ass. :oops:

I think they expected 2006-7 pcs to be far better than they actually are. :P


So when I looked in the editor for UT3 the other day and saw all those textures and skins that were 2048x2048, I was just hallucinating?
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Postby Buddy » December 6th, 2007, 2:02 am

I haven't looked actually since i don't own any of those but on screenshots i've seen it all looks dang blurry and if it's really 2048x2 then somethings wrong.
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Postby Minotauro » December 6th, 2007, 2:14 am

Final version looks pretty cool but I somehow miss the old warmer lighting. But you can't please everyone ;)
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Postby TomWithTheWeather » December 6th, 2007, 4:26 am

No, it looked outdated because they had to make the damn thing fit on an Xbox360. :P

Also, the reason those demo screenshots look much better than the final game is that they didn't overlay all the muddy DOF blur, overly-bloomed and desaturated post-processing effects.

Also, the vast majority of the textures you see in the Xbox version of GoW, are set to be no higher-res than 1024. The engine.ini locks them down so the game will fit in memory. :P
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