Daneva Canyon
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A collection of screen grabs featuring a level I designed in the Unreal Editor from the award winning game Unreal Tournament 2004. The project I was assigned called for the creation of a capture the flag map which meant the level would have to be pretty large in scale. Here I really got a chance to sculpt and build a huge assortment of items I'd never attempted before like entire mountain ranges, valleys, and underground bases from scratch.
Daneva Canyon Shot 1
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Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: An overhead shot overlooking the connecting bridge between the two rival bases. One wrong step near the enormous bridge means a quick end for anyone. The gelid water and sharp rocks jutting out from the frozen ground provide a "hard" way to break a fall indeed.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot depicting the southern ravine located deep within the blue base zone. The animated clouds in the sky were actually originally based off some of my digital photographs I altered in Photoshop.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A screengrab from one of the facility hallways of the blue base on the western side of the map. The many corridors are usually narrow which forces the players to be vigilant and smart with how they approach the enemy base.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot depicting the main connecting bridge which is suspended over Daneva River. Off in the distance one of the two blue team sniper towers can be seen. It's usually a good idea to not hang around open areas for too long in this level.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A frozen passageway deep in the heart of Daneva Canyon. I really got a chance to sculpt and paint the environment as I saw fit. Since lighting wouldn't play as much of a role for the outside sections, I had to make sure the texturing was clean and sharp for the day lit environment.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A rather picturesque shot here which really appeals to me for some reason. I guess I can almost see this on a postcard with the words "Wish you were here!"
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A screengrab of one of the exit hallways in the red base. Lighting became a much bigger piece of the puzzle when in the indoor segments of the level. The challenge was that I also wanted to clearly demonstrate which base a player might be running around in so I changed the hues accordingly.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot of one of the summits within Daneva's icy crags. This particular path leads to a few goodies and powerups which might be overlooked by many who don't take the time to explore. The key to success within this gigantic level is to simply keep one's eyes open.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Another shot of the connecting bridge. Seems like the storm clouds have subsided for the moment.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot of the hangar ceiling in the blue base which shows the type of lighting and mood I was going for: dark, dingy, but still bright enough for the player to make their way around without a hitch.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: An overhead shot of the red base hangar which houses the prototype warship; Epsilon Zero (the ship I designed for my Sigma Force game). In this level the ship is mainly just an easter egg and is there for decoration although I did make it a playable vehicle within Unreal for another assignment.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A nice screengrab which shows the level of detail I tried to put into the environment. The sniper towers on either side of the ravine offer a great deal of freedom and strategy for the players. As you can see it's a loooong way down so it's best to be careful when up on the sniper tower.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A closer look at the most vital point in the blue team base. Here you can see their flag which is the goal of the opposing team.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: The inner workings of the blue base. As you can see the blue team also has a version of the Epsilon Zero craft within their hangar along with a plethora of powerups.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Another shot of the hangar within the blue team base. There are many areas where opposing players can have a slight advantage. One example are the exploding fuel barrels stacked all around the base which cause significant damage to anyone and anything nearby.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A blue team monitor overlooking the eastern stairwell which leads down into the heart of the base.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: An overhead shot of the bridge yet again. The red sniper tower can be seen looming in the distance.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: One of my favorite screengrabs. This is an extreme bird's eye view of the level as could be seen by a passing jet or space fighter. It shows a lot of the different areas of the map as well as the level of detail of the world geometry.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Another high angle shot. The opposing players (which can't be seen in this view) actually look like tiny ants from this altitude.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot of the enormous dam located on the eastern side of the map.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A worm's eye view from the bottom of the canyon looking up towards the cliffs of the blue team base. Once a player finds themselves down at the bottom it's all but impossible to make their way back up again although there are a few secrets down near the river which might hold their interest...
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A view from the bridge near the entrance to the red team stronghold.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A narrow hallway inside the red team base. The two team bases are almost identical in design (one of the main requirements in a fair and even capture the flag level) so a smart player will memorize their own layout first in order to help them navigate the opposing player's complex.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A view from the top of the red base hangar.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Back inside the blue team hangar. Here the Epsilon Zero craft looks ready to take off. In the future I plan to make the hangar roof retractable so that the airship will be able to fly overhead and take control of the skies.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A view of a crouching player hidden inside the red team base. Not the best place to hide though since the contents of the barrels are very flammable and the barrels themselves explode very easily.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A screengrab from the red team flag chamber.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Another look at the aircraft hangar in the red base.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: A shot overlooking the central connecting bridge.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: Deep in the mountains of Daneva Canyon.
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: An up close look at one of the blue team sniper towers which are excellent areas for reconnaissance as well as superb points of attack. There is ample cover inside to shield attackers and plenty of ammunition and health packs.
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Daneva Canyon Shot 1
Completed on: 12/16/2005
Medium: Unreal 2004 Editor, 3D Studio Max 7
Info: An overhead shot overlooking the connecting bridge between the two rival bases. One wrong step near the enormous bridge means a quick end for anyone. The gelid water and sharp rocks jutting out from the frozen ground provide a "hard" way to break a fall indeed.
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