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TOXIKK Forum • View topic - BL-Grendelkeep

BL-Grendelkeep

Contribute to TOXIKK and Showcase your Maps and Mods
Mon Feb 08, 2016 5:25 pm

  • "ultra damage" (or was that 100 armor ?_? ..I don't remember :p ) area
    Image

    and wip on the last part of the map
    Image
    ExUs
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Fri Feb 12, 2016 1:34 pm

  • I just released a first beta version of the map on the workshop ( ) :)
    ExUs
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Fri Feb 12, 2016 9:04 pm

  • Great job, really nice map!
    It's installed on the "MutatH0r Demo" server now.
    Anyone can "callvote endmap" in the console and then vote for Grendelkeep.

    IMO it could use a few more weapon spawns. On a crowded BL match it could easily turn into a spawn fragging massacre.
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Sat Feb 13, 2016 1:26 am

  • Yea, great map... Not 100% sure about it being so yellow. But everything else r0x0rs... :yes:
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Sat Feb 13, 2016 9:23 am

  • Thank you o)
    yeah. the map is super yellow and I need to fix that (that was the colour graduation that gave me less headache while I was working on the map :ugly: :D ).
    Do you have any suggestions?
    The only problem is that I have to wait ages for the light to be built everytime I try a new colour combination :(

    At the moment I placed the same pickups of the ut2k4 version and they we'll need some rework for sure ;)
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Sat Feb 13, 2016 1:32 pm

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Sat Feb 13, 2016 3:57 pm

  • nice map ExUs, looks sweet.

    As for the lighting color you could try going with just a plain white directional light and modify the level coloring through post processing highlights and mid tones and you wouldnt have to rebuild the lighting at all.

    How to do that? create a new post processing chain in your maps package and in world properties set your chain. in the post process editor mess with the RGB values of highlights and mid tones: https://udn.epicgames.com/Three/PostPro ... rence.html

    and
    https://udn.epicgames.com/Three/PostPro ... Guide.html
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