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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Minos
    • October 5, 2006 at 9:13 PM
    • #2,781

    I have started to work on dm_avon again. I'm just too tired of putting too much effort into a map (My INS map consumed most of my free time in the last months) so I decided to retake this map. I know its a bit generic but as I said I don't wanna put too much effort into a new map.

    [Blocked Image: http://insmod.net/filebox/upload/dm_avon_40000.jpg]

    [Blocked Image: http://insmod.net/filebox/upload/dm_avon_40001.jpg]

    [Blocked Image: http://insmod.net/filebox/upload/dm_avon_40002.jpg]

    [Blocked Image: http://insmod.net/filebox/upload/dm_avon_40003.jpg]

  • Spellbinder
    • October 5, 2006 at 9:16 PM
    • #2,782

    Whats the use to make a map if you don't put any effort in it?

  • Minos
    • October 5, 2006 at 9:18 PM
    • #2,783

    I didn't say I'm not going to put any effort on it, I just said I'm not going to put as much effort as I did on my INS map I want to finish this map asap so I can finish my INS map on time.

  • hamst3r
    • October 5, 2006 at 10:55 PM
    • #2,784

    With that sky, the light_env needs to be darker. And the pink lighting looks very fruity.

  • Furyo
    • October 5, 2006 at 11:29 PM
    • #2,785

    It's with the street lights I have a problem. For one thing they're just too tall in comparison to your buildings. I have yet to see a street light that is THIS taller than any building in the vicinity.

    Beside, and that's lighting related, a street light this high probably would leave a more subtle halo on the ground, because of the height of the light source. The pinkish color on the ground right now looks right for a night setting, but not this one. Just my two cents.

  • Meotwister
    • October 6, 2006 at 12:11 AM
    • #2,786

    I understand what you're trying to do with the pink lights but it may just be a little too pink atm. I think if the light_env was darker and the pink being a little more subtle than it'd look much better.

    Street lights do seem a bit awkward being that tall.

  • Minos
    • October 6, 2006 at 12:43 AM
    • #2,787

    You guys are right about the light_env being too bright but my monitor was fucked It looked alright for me. I'll change that and fiddle with the pink lights now.

  • PS_Mouse
    • October 6, 2006 at 6:17 PM
    • #2,788

    I gave in, I finally got around to mapping for source

    A corridor from what will become dm_barrage (much love to PhillK for the tex set)

    [Blocked Image: http://img166.imageshack.us/img166/8599/dmbarrage0000ab0.jpg]

  • spine
    • October 6, 2006 at 6:35 PM
    • #2,789

    Nice to see Philps textures in a map.

    Good work Mino, a setting we all know a bit to well by now though...

    Looking good.

  • PhilipK
    • October 7, 2006 at 12:00 AM
    • #2,790

    cool

  • Tarky
    • October 7, 2006 at 2:47 AM
    • #2,791

    Pretty mouse, but obviously not much yet

  • Belgarion
    • October 7, 2006 at 4:14 PM
    • #2,792

    Buahaha I knew you'd come around eventually.

  • PS_Mouse
    • October 10, 2006 at 8:18 AM
    • #2,793

    [Blocked Image: http://img181.imageshack.us/img181/5462/dmbarrage0001jt6.jpg]

    [Blocked Image: http://img80.imageshack.us/img80/6729/dmbarrage0002zo5.jpg]

    [Blocked Image: http://img80.imageshack.us/img80/1786/dmbarrage0003rs9.jpg]

    The thing on the right of the 2nd screenie will be a missile when I get around to making one. (am I the only one who thinks the whole missile silo/chamber is way to shiny?)

  • Skjalg
    • October 10, 2006 at 11:16 AM
    • #2,794

    i think it looks awfully sexy!

  • Belgarion
    • October 10, 2006 at 3:11 PM
    • #2,795

    last shot is borring, but your silo thingie is neato

  • FrieChamp
    • October 10, 2006 at 3:30 PM
    • #2,796
    Quote

    (am I the only one who thinks the whole missile silo/chamber is way to shiny?)

    Nope

  • PhilipK
    • October 10, 2006 at 6:07 PM
    • #2,797

    The plastic wrap

    Well I guess I should've tweaked the specs a bit on the source version

    But I also think some different lighting and cubemap placing can help a lot

    Architecture looks very cool so far tho.

  • Quakis
    • October 10, 2006 at 9:04 PM
    • #2,798

    More Duke3D stuff from me, some mansion type of map Im working on - No, not a Resident Evil mod. Custom textures are made by mix and matching the originals and tweaking or changing them. Quite fun to work on.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_004.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_005.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_003.jpg]

  • Minos
    • October 10, 2006 at 10:34 PM
    • #2,799

    That's hot

  • JeanPaul
    • October 11, 2006 at 1:25 AM
    • #2,800

    I really do think its time to move on....

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