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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skjalg
    • October 28, 2006 at 8:52 AM
    • #2,901

    that map needs fog and nighttime (since its so flat, desertish)

  • insta
    • October 28, 2006 at 11:27 AM
    • #2,902
    Quote from Skjalg

    that map needs fog and nighttime (since its so flat, desertish)

    Or a heathaze effect on the horizon, like in COD2.

  • hessi
    • October 28, 2006 at 12:45 PM
    • #2,903
    Quote from insta

    Or a heathaze effect on the horizon, like in COD2.

    animated dudv map!!!

  • PhilipK
    • October 28, 2006 at 1:49 PM
    • #2,904
    Quote from hessi

    Or a heathaze effect on the horizon, like in COD2.

    animated dudv map!!!

    time for another tutorial eh?

  • hessi
    • October 28, 2006 at 2:17 PM
    • #2,905

    this is too advanced for me. some animated maya fractals in a bump3d node of a material that is lit with a normalmap lightsetup. kind of that way :X

  • sk3tch
    • October 28, 2006 at 7:28 PM
    • #2,906

    Moroes...yeah. That looks great!

    Suggestion tho: I was in one of those sniper custom maps for dod...I think the map was called dod_snowsniper or whatever. The thing that impressed me on the map was that it was totally made using terrain displacements. I think the skybox can have that made into it to seem like an endless desert.

  • sk3tch
    • October 29, 2006 at 12:19 AM
    • #2,907

    Progress on de_boston: 45% done. Question: What else do you think should be in a map called de_boston?

    I'm going to have a "Cheers" building so when you go near the door you hear people screaming "NOOORM!!" Any other ideas like that?

    [Blocked Image: http://img72.imageshack.us/img72/9112/build4boston0001wo9.jpg]

    [Blocked Image: http://img183.imageshack.us/img183/2165/build4boston0002ip4.jpg]

  • von*ferret
    • October 29, 2006 at 12:25 AM
    • #2,908

    repetiive, get some 3dsky box in there. Decals will help a lot. More tree cover or foliage.

  • PhilipK
    • October 29, 2006 at 1:06 AM
    • #2,909

    agree with the fetter honeybuns.

  • Minos
    • October 29, 2006 at 4:41 AM
    • #2,910

    yeah I second that. You should also get some height variations in there. All buildings have the same look and the same height

  • sk3tch
    • October 29, 2006 at 6:42 AM
    • #2,911
    Quote from Minotauro

    yeah I second that. You should also get some height variations in there. All buildings have the same look and the same height

    Yeah...They kinda are the same height. I'm going to throw in some variation tho.

    [Blocked Image: http://img92.imageshack.us/img92/8571/bostonbackbayaiu5.jpg]

  • PhilipK
    • October 29, 2006 at 9:17 AM
    • #2,912

    Yeah adding those kinda roofs, with the cool roof balconies in various styles would be great. And to throw in variation on the windows perhaps (some with curtains half down, some with venetian blinds etc).

    Also it would make a great deal if you could break the actual houses out a bit with perhaps using a slightly different brick texture on some and even a little different brushwork and of course as usual some slight decals

  • sk3tch
    • October 29, 2006 at 3:46 PM
    • #2,913

    Yeah..

    Will do. After I fix this t-junction crap.

  • Bl1tz
    • October 29, 2006 at 4:44 PM
    • #2,914

    It would be cool if for an alternate route in the level, you could go down into a T stop and come up on the other side with some skyscrapers or South Station or something It looks good though, you've definitely got the feel down. Some trees would help too.

  • MJ
    • October 31, 2006 at 3:35 AM
    • #2,915

    put some angles in there..

  • Spellbinder
    • October 31, 2006 at 6:19 AM
    • #2,916
    Quote from sk3tch

    Progress on de_boston: 45% done. Question: What else do you think should be in a map called de_boston?I'm going to have a "Cheers" building so when you go near the door you hear people screaming "NOOORM!!" Any other ideas like that?

    RED SOX!

  • BlackPanther
    • October 31, 2006 at 5:39 PM
    • #2,917

    According to that picture, you could model the last story of those houses and the pointy rooftop.

    -Get some more appropriate railings and street lights.

    -Curve the road

    -A lots more trees. The area between the sidewalk and 2 house doors needs to be grass.

    -A darker bricker color, more red-ish

    -Street signs

  • Meotwister
    • October 31, 2006 at 9:53 PM
    • #2,918
    Quote from BlackPanther

    According to that picture, you could model the last story of those houses and the pointy rooftop.-Get some more appropriate railings and street lights.

    -Curve the road

    -A lots more trees. The area between the sidewalk and 2 house doors needs to be grass.

    -A darker bricker color, more red-ish

    -Street signs

    +lamp posts

  • Quakis
    • November 3, 2006 at 9:55 PM
    • #2,919

    Still working on that Mansion level for Duke3D. Almost lost the vital art file for it though, since it has all the textures I modified from defaults and don't feel like recreating them. I had a backup on my external drive, lucky.

    Shot, from stairs looking down. The other side now has windows, I didn't like the hole in the ceiling much so I removed it and will be filled hopefully with something else. Oh and some spritework round tables at the start of the stairs.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_008.jpg]

  • D3ads
    • November 9, 2006 at 6:12 PM
    • #2,920

    Looks ok, a bit bland at the moment though. Reminds me of the mansion level from Max Payne, an area I remade in HL once, abeit with changes..

    Here's a very very very very early shot of my attempt to make a decent jungle for the HL engine (think Vietcong). This is really extremely shit shit picture taken from Hammer and mainly serves as a texture and model test and I thought seeing as I haven't posted anything in ages I would just slip it in here. The logs are far too dark

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/jungle_test.jpg]

    Things to do:

    > Add tree models, logs, stumps and vines

    > Make more plants

    > Make the treetop foliage transparent

    > Add a skybox (possibly 3D if I can get it to work in Spirit)

    > Add rock models and bushes

    > Tidy and redo some of the textures

    > Add beams of light coming from the canopy above

    > Add grass in parts where the jungle isn't so closed

    > Actually compile and do lighting

    > Create high-res detail textures for everything

    Not a lot then...

    Ps: I'm aware Hostileintent has a rather awesome jungle map, I plan to beat that and drown it in a river

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