Some more experiments



It’s probably not the first time it’s being used in a game but I’ve been thinking of different ways of using Deus Ex standard textures and I’ve picked this method. It uses the features already in the texture and create 3d versions of those features such as in the screenshot in this post.

In the texture there were pillars which I then aligned up with meshes to create actual pillars in the room to break up the rigid level design that is somewhat native to UnrealEd.

I have played with other textures using this method, some work some don’t so it’s pretty selective in where it can be used.

The MoDDB site will be going back up shortly with some new screenshots, I had to delete all the old stuff on the site as the maps had been completely done from scratch again. Well that’s it for tonight more to follow…

Using the textures…





Hi guys this has been a long overdue update so I do apologise! I’ve been fiddling away at the map when I can and I did hit a little mappers block during this but thankfully that has passed. I have these screenshots for viewing but TBH the map is taking ALOT longer than I would like but hey that’s just the way things go 🙂

New Update!



As more and more screenshots appear it might become more apparent what this level is all about. I was going to make the rollers into Movers but I had abit of trouble with scaling that I didn’t get around to resolving. You have to rescue a Hotel Guard “Jerry” from the cages. A little more work and that’s this room completed. It’s abit too ‘clean’ for my liking…

Map shot