DM-Kelethin

An interesting vision conceived of what Kelethin from EverQuest would look like when done in UT2003.

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An interesting vision conceived of what Kelethin from EverQuest would look like when done in UT2003.

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DM-Kelethin came about as an idea from when I used to play Everquest.  There is an Elven city, Kelethin, which resides in the trees.  Basically those dumb tree hugging elves tampered in the majiks one to many times and opened a portal to the future.  Before the portal could be sealed, tournament competitors decided it would make an ideal setting for a death match environment, wiped out all the inhabitants and now use the city as the backdrop for there futuristic games.  Well, that’s my story and im sticking to it :)

The map was basically a re-education for me in using UED.  I have never modelled before and I don’t have a team of artists sitting in my computer room, so, I can use the disclaimer that the shoddy static’s and textures are because of that.  Or, I could put my hands up and say "My modelling/texturing skills are work in progress" :)

That said the maps I have made in the past have always focussed on playability.  This map is no exception; I reworked it many times until I got the balance just how I wanted it.  I can nip around this level VERY quickly, you will too, in time.

In its present state, some areas of the map slow down a lot, but for the most it runs around 40fps on my pc (amd1200/gf3). That is partly due to the detail I have put in and partly due to a few problems I have learnt about at the end of the map.  

Stuff I would change IF people nagged me enough, that I know would speed the map up a LOT:

1. Redo the terrain, make it 128x128 instead of the 256x256 it is now. Would save a LOT of triangles.
2. Scale up the trees and put in bigger anti-portals.
3. Reduce the particles a lot.
4. Work on some collision for the epic wall static’s I used.

Please drop me some email if you get the time with feedback/comments...

MAttyD

mattyd@nildram.co.uk

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MattyD


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Registered 12th November 2002

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