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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • insta
    • February 1, 2007 at 4:29 PM
    • #3,281

    Is it for DM? Maybe remove the railings to give the player a bit more space to move around in.

  • TeddyBear
    • February 1, 2007 at 5:15 PM
    • #3,282

    Awesome atmosphere.

  • Josch
    • February 1, 2007 at 6:34 PM
    • #3,283

    Yes, its a Multiplayer-map. But the railings are low enough to get over them with just a little jump. And I think, removing them would destroy the look.

  • Grinwhrl
    • February 1, 2007 at 7:17 PM
    • #3,284

    sweet man, love the details and lighting/fog

  • citric
    • February 1, 2007 at 7:42 PM
    • #3,285

    I think you should remove the railings to.

    Even if you can jump over them, they will still be a annoying obstacle in HL2DM.

    Otherwise great job! =)

  • ReNo
    • February 1, 2007 at 8:01 PM
    • #3,286

    Wow, you've made really nice progress with this from when you last showed it. Not too sure about the architecture of the main walls though - looks awkward and unlikely to me. Love the overhead detail however, and as said the atmosphere is great

  • FMPONE
    • February 1, 2007 at 8:10 PM
    • #3,287

    Looks good! Going to have be status quo and recommend you change the main walls, while the detail they provide is helpful the actual shape is awkward and really unpleasant to look at. I would say that while the original molded to the hill form but was only passable because of the sparse details. If you were to re-do the walls it should probably feel more concrete-pour and plain vertical to match your very linear displacements either that or do the exact opposite and dramatize the shape but in a way that makes more sense than the walls you have now.

  • MJ
    • February 1, 2007 at 10:01 PM
    • #3,288

    i think he's trying to be faithful to the original guys...

  • Josch
    • February 2, 2007 at 7:32 AM
    • #3,289

    Yep, you got it.

    I am trying to remake the map as close to the original as possible.

    OK, i changed Gameplay in this area and I scaled the whole map a littlebit larger than the original. But the original was a very fast map. With just two players your average life-time was about 30 seconds...

    I just cancelled the railings. Looks like that:

    http://img240.imageshack.us/img240/9058 ... n00py1.jpg

    I definetely don`t like that! I will keep the railings in the map. When it`s finished I will do some gameplaytests. And then, fn neccesary, I will delete them.

    Hmm, the walls.. Indeed I´m still not very happy with them.

    Well, lets see what I can do.

    Thanks @ all for the response

  • Rick_D
    • February 2, 2007 at 2:31 PM
    • #3,290

    Actually looks better without the railings

  • Josch
    • February 2, 2007 at 2:43 PM
    • #3,291

    WTF?!? Are you kidding!?

  • tomdon
    • February 2, 2007 at 2:43 PM
    • #3,292

    Just started back up on this map, I think I posted a shot a while back.

    *edit*

    Pictures to big?

    [Blocked Image: http://tomdon.net/images/ne1.jpg]

    [Blocked Image: http://tomdon.net/images/ne2.jpg]

  • Bic-B@ll
    • February 2, 2007 at 3:02 PM
    • #3,293

    nice although the second pic has too many hard lines in the terrain, i see like three separate displacements that dont blend. the first looks good, but the scaling looks silly either that flag is 2 feet tall or you're playing mind games

  • IR
    • February 2, 2007 at 5:30 PM
    • #3,294

    that looks great man, i sugest putting some heavy spec/cubemap on the mud perhaps some puddles to make it feel abit more alive in a way

    great work though!

  • ⌐■_■
    • February 2, 2007 at 5:36 PM
    • #3,295

    As always: beautiful!

    Also: what Bic said about the not blending displacements.

  • mjens
    • February 2, 2007 at 6:48 PM
    • #3,296

  • tomdon
    • February 2, 2007 at 6:49 PM
    • #3,297

    I made them not blending because I wanted them to be more of a real cliff face, rather than a smooth hilly with a distorted rock texture on them.

  • SnipaMasta
    • February 2, 2007 at 7:06 PM
    • #3,298

    But if a rock was there for ages grass etc. would grow slightly over it, not a jagged line like that.

  • Wesley Tack
    • February 3, 2007 at 8:57 PM
    • #3,299

    Here a prop i made today for my map:

    [Blocked Image: http://users.pandora.be/simon.wt/rolbrug.jpg]

    Ingame:

    [Blocked Image: http://users.pandora.be/simon.wt/rolbrug01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/rolbrug02.jpg]

  • SnipaMasta
    • February 3, 2007 at 9:06 PM
    • #3,300

    Is it meant to be 30 tonne (as in the weight)? Looks good ingame, although given the grime on the warehouse walls I'd imagine it to be a bit more dirty on the edges.

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