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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • MJ
    • December 3, 2006 at 4:34 AM
    • #3,021

    quit hating

    its looks cool

  • D3ads
    • December 3, 2006 at 1:33 PM
    • #3,022
    Quote from JeanPaul

    Dude, its really time to move on to another engine.

    Dude, it's really time to shut the Hell up, not everyone wants to work with the latest technology!

    Looks great Quakis, I was always impressed with how complex some of Blood's models were despite being made of sprites

  • insta
    • December 3, 2006 at 2:26 PM
    • #3,023
    Quote from D3ads

    Dude, it's really time to shut the Hell up, not everyone wants to work with the latest technology!

    Looks great Quakis, I was always impressed with how complex some of Blood's models were despite being made of sprites

    Those were made of voxels, I think.

  • Quakis
    • December 3, 2006 at 2:46 PM
    • #3,024

    Insta's correct.

    It's not that I don't want to move to another engine, I just don't see why I need to right now. I'm not exactly building a portfolio anyway. I do however have a few projects on mind for newer games but right now I want to get my Duke3D project ideas completed first. I find it a lot more fun to fake effects, and try out new techniques to do something in Duke3D.

    After this project, I have two others on mind for Duke3D I wish to complete first - One of them is a 32 bit idea, the other is my System Episode that I posted months back.

  • ⌐■_■
    • December 3, 2006 at 4:35 PM
    • #3,025

    if this is what you do for fun, then why should anyone move over to another engine. i know this discussion dates back from 1000000 BC but really, people should stfu about engines being superior over another.

    i bet most people here didnt even take the time to find out 20% of the possibilities of the hl1 engine for instance.. take a look at the macrocampus level in the finished work gallery... look at what quakis does. THAT's creativity, not just going along with the latest leveldesign fashion.. there's alot more challenge in making a level with less prefabricated recources also!

    why dont people see this?

  • Skjalg
    • December 4, 2006 at 2:31 AM
    • #3,026

    They do, they just cant do it.

  • OnboardError
    • December 4, 2006 at 4:38 AM
    • #3,027

    [Blocked Image: http://img176.imageshack.us/img176/7484/danversug3.jpg]

    [Blocked Image: http://img178.imageshack.us/img178/8848/danvers1aq2.jpg]

  • hessi
    • December 4, 2006 at 5:18 AM
    • #3,028

    that building looks really nice! let it come, dude

  • Ooghijmiqtxxa
    • December 4, 2006 at 7:24 AM
    • #3,029

    [Blocked Image: http://img120.imageshack.us/img120/4473/itodd50000be3.th.jpg]

    [Blocked Image: http://img152.imageshack.us/img152/301/itodd50002ub1.th.jpg]

    This is a pet project of mine when I'm in between classes as school. It's still a huge work in progress. I'm going to be doing 100% custom textures and any Valve textures in these pics are place holders until I make the replacements. I'm really shooting for a Natural Selection type of thing and hopefully I can pull it off. It's going to be Deathmatch, probably between 2-4 players.

    OnboardError: That looks really nice. The trim at the bottom of the bricks look a little funny. Also, I think if you had a different brick texture it would really make it stand out even more. I think I have some made with normal maps if you're interested in them. Let me know.

  • st0lve
    • December 4, 2006 at 9:50 AM
    • #3,030

    Can't wait to see it ooghi'd up with custom textures!

  • e-freak
    • December 4, 2006 at 3:10 PM
    • #3,031

    asylum: the front door looks wired - otherwise it could be a painting

  • SixThree
    • December 4, 2006 at 3:53 PM
    • #3,032

    What happened to Docean

  • Quakis
    • December 4, 2006 at 3:55 PM
    • #3,033

    @ OnboardError - Looks great, however a small nag. I can understand broken pavement tiles but I don't understand why a few would just be missing. It's as if people have took them out for whatever reason, looks wierd.

  • D3ads
    • December 5, 2006 at 2:37 PM
    • #3,034
    Quote from Quakis

    @ OnboardError - Looks great, however a small nag. I can understand broken pavement tiles but I don't understand why a few would just be missing. It's as if people have took them out for whatever reason, looks wierd.

    I agree, the tiles should be lying around near the gaps. Otherwise, that is a pretty awesome!

    Ooghijmiqtxxa: Good start, look forward to seeing more progress

    Another jungle terrain test:

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

    I think I made the grass too green :/

  • ⌐■_■
    • December 5, 2006 at 5:28 PM
    • #3,035

    how did you make that grass? a lighter green would also be good indeed.

    it looks kickass man!

  • D3ads
    • December 5, 2006 at 6:23 PM
    • #3,036

    If I told you, I'd have to kill you

    The grass is a simple model, cloned several times, it's low poly so there's not much slowdown with all that foliage, it needs to be used sparingly though.

  • ⌐■_■
    • December 5, 2006 at 8:35 PM
    • #3,037

    aah ok it looks pretty awesome

    you can kill me now..

  • hydeph
    • December 5, 2006 at 9:03 PM
    • #3,038

    OnboardError, if those are chimneys atop that roof, i would think they would have to be a little thicker

  • sk3tch
    • December 5, 2006 at 10:09 PM
    • #3,039

    Just noticed that.

  • Ooghijmiqtxxa
    • December 5, 2006 at 11:59 PM
    • #3,040

    Some more progress on my level.

    [Blocked Image: http://img364.imageshack.us/img364/1928/itodd50003ke2.th.jpg]

    This is probably what most of the hallways will look like. I want to put some more detail on the walls, but I'm not sure what I should do.

    [Blocked Image: http://img99.imageshack.us/img99/6148/itodd50004oz1.th.jpg]

    This is at the bottom and the entrance to the above hallway. I want to fill those holes in with anything except pipes. I was thinking of having it look like some sort of circuitry type of thing.

    I also want to add more detail to the walls by putting a few more brushes in the walls running vertically like the brush on the left, except not angled and not as big.

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