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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vinny Testaverde
    • August 13, 2005 at 3:28 PM
    • #561

    Nah I like those trees, It splits up the redundant textures and matches the colors well. Makes for a nice composition... keep them imo...

    both those maps are looking tho keep it up

  • Taylor Swift
    • August 13, 2005 at 4:18 PM
    • #562

    Nice map phobos, i thought it was taken ingame

  • TomWithTheWeather
    • August 13, 2005 at 5:32 PM
    • #563

    Cool map Phobos, though I think instead of rocky, barren stuff going on above the map, something very lush and jungly would look cool. You could have vines and such hanging down into the map. Plus, with a lush rain forest type theme, you could have a lot of fun with ambient sounds. :wink:

  • Phobos
    • August 13, 2005 at 10:23 PM
    • #564

    Thanks for the comments.

    Ya, I wanted to work in vegation any way I could with this map. But with my time constraint I don't know exactly what I'll be able to fit in. The jungle idea is great. I'll have to look around the static packages and see what I can find. If I get the rest done this weekend I'll have the begining of the week to make some statics for it hopefully. I have till wednesday to finish it. hehe

    One idea I was toying with was using vertex blending on the cliffs at the top to work on some greener textures but I couldn't quite get it to work. I'll revisit before the end of the weekend and see what I can do. Does anyone have any tips or tutorials for vertex blending? I was using the udn article but I have a suspision that I missed something or mis-inturpreted part of it.

  • DaanO
    • August 13, 2005 at 10:23 PM
    • #565

    The first thing was something about the trees, ferret put it to words very well. Besides that it's pretty much awesome, it's pretty but still not destracting from the deathmatch gameplay that's gonna take place. Oh, the rocks on top could be made a bit more interesting as well by the way, in terms of texturing.

  • KungFuSquirrel
    • August 14, 2005 at 3:12 AM
    • #566

    I think the trees are a great idea... BUT the problem is a) they're too small and b) not dense enough. Right now they're little flimsy looking things. See if you can't make them big enough to fill in the scene a bit more and maybe even become a nice form of non-crate cover.

  • rockdude86
    • August 19, 2005 at 10:42 PM
    • #567

    once again heres a little update. this time 2 pics of a new section of the map they are really really wip i just want some comments on the basic looks of them as i still have a lot of detail to add etc.. also i have not yet tweaked the bumpmaps and lighting im going to work on the layout of the map first and then i will add the final touches. also it will probably take o lot of time for me to finish the this off because of lack of time right now because of work/school but as i progress slowly i will keep you informed. C&C please

    [Blocked Image: http://img373.imageshack.us/img373/5849/dmxtremebridge00027mg.jpg]

    [Blocked Image: http://img392.imageshack.us/img392/9000/dmxtremebridge00034zu.jpg]

    sorry for the big pics

  • GrayFox
    • August 19, 2005 at 10:55 PM
    • #568

    looks like quake 1...

  • von*ferret
    • August 19, 2005 at 10:56 PM
    • #569

    the lack of interesting features in those obelisk/columns pulls the whole scene down. If you had simply added some additional brushwork or spent some time making models to go with it, the scene would've benefited 10fold.

  • JynxDaddy
    • August 20, 2005 at 3:53 AM
    • #570

    I don't remember Q1 looking that good

    I liked the scene you posted earlier better, it had more sticking out stones and such.

    You do need something to break up the monotony as ferret said.

  • MJ
    • August 20, 2005 at 6:24 AM
    • #571

    keep it up :]

  • rockdude86
    • August 20, 2005 at 11:49 AM
    • #572

    changed the collumns lighting in between the collums is still a bit too dark i think?? and also still have to make lots of stones stick out etc.. like jynx said.

    [Blocked Image: http://img395.imageshack.us/img395/1294/dmxtremebridge00000aj.jpg]

  • von*ferret
    • August 20, 2005 at 12:18 PM
    • #573

    put depth in those arched places inthe forground. add like pillars or something.

  • JAL
    • August 20, 2005 at 12:19 PM
    • #574

    That´s a lot of concrete tile texturing...

    Don´t get me wrong, that texture is great. You´re just using it everywhere in that pic

  • ReNo
    • August 20, 2005 at 2:19 PM
    • #575

    Nice to see you have worked in some wood now and its looking great, but I'm with JAL in thinking there is still a little too much use of that lovely stone brick texture.

  • rockdude86
    • August 20, 2005 at 2:41 PM
    • #576

    hmm yes havent really thought of that but now you mention it its starting to get pretty repetitive. ill try out some different textures from the pack from blazeeer. there are a lot of really nice textures in them so ill probably find some nice fitting stuff

  • Fullauto
    • August 20, 2005 at 2:46 PM
    • #577

    Great work fella, I can't believe it's not Unreal Tournament!

    Quote from Fabio

    "When I first started endorsing I Can't Believe It's Not Butter I pointed out that the name was a double negative. It should be called, I Believe It's Butter."

  • MJ
    • August 21, 2005 at 5:41 AM
    • #578

    yea using other textures will improve the scene tenfold.. good stuff.

  • Bluestrike
    • August 21, 2005 at 10:15 PM
    • #579

    Eens even wat wippen

    Singleplayer stuff not to be expected before like 6 months and probebly more

    [Blocked Image: http://www.bluestrike.be/awakening/aw1.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw1b.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw2.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw3.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw4.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw5.jpg]

    [Blocked Image: http://www.bluestrike.be/awakening/aw6.jpg]

  • von*ferret
    • August 21, 2005 at 10:19 PM
    • #580

    I fucking LOVE the second to last shot. Nice job man, nice job indeed.

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