WIP in WIP, post your level screenshots!
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It's done.

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So much freakin' talent in this place!
Shacky - Awesome looking. Only thing I could possibly crit is the way the road curves itself kinda blocky instead of more curvy. But I know how much of a pain that can be.
-rt- - That's a cool shot...very abstract. I like it...alot.
DvS - Pubbers love those type of textures. looking good so far.
Albatros - You sure you don't wanna be on a "featured mappers" section on my site? Loving the spotlight and level of detail.
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Started a mod for UT3.
The Ball : Pehua (Pehua : the beginning) is a singleplay FPS puzzle game involving the player and a big metal ball. The player must push the ball around, currently using a modified impact hammer, to get around puzzles and obstacles.
The game takes place in an Aztec temple, inside a gigantic cavern in the top of an volcano.
It is basically Portal meets Tomb Raider in terms of feeling, atmosphere, action/puzzle ratio and all that.
The idea was to make a puzzle game with a darker edge to it. Most puzzle and ball games are usually quite cartoony and kiddy, we are trying to go for a slightly darker yet still rather colorful (Unreal!) style.
It is fairly low poly, a la Portal style, and it uses all new custom assets
[Blocked Image: http://users.pandora.be/Hourences/theballmod11.jpg]
More info on our forum:
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Looks good Hourences! The concept is simple, and yet promising!
Who's "We" by the way? How many people are working on this team, if may I ask.
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3 +1 as the linked thread states. (Coder, Scripter and Hourences as LD + 1 add. Volunteer)
looks solid but atm there's too less contrast. I had a hard time spotting the ball at first. It might be worth a try to either set the env darker and the ball brighter or test a waaay brighter env. Oh and for a puzzle game it might be better to have less "hotspots" in your textures - these should be reserved for key-points (or have the light a lot more contrasty)
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still got some final polishing to do
[Blocked Image: http://www.envart.com/photos/portio.jpg]
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Quote from e-freak
3 +1 as the linked thread states. (Coder, Scripter and Hourences as LD + 1 add. Volunteer)looks solid but atm there's too less contrast. I had a hard time spotting the ball at first. It might be worth a try to either set the env darker and the ball brighter or test a waaay brighter env. Oh and for a puzzle game it might be better to have less "hotspots" in your textures - these should be reserved for key-points (or have the light a lot more contrasty)
Most puzzle games are really bright and cartoony, if I make colors stand out more, or raise brightness of ball/env I go into the same direction and I really dont want to.
Stuff that is important, so all the buttons, give off light and flash a bit. Also the ball has rim lighting that lights it up, and it has two lamps that give off light, its hard to miss it if you are closer by. It is also bigger than the player.
I will try to see how yellow works on the ball though, instead of red. Might make it more obvious.
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Quote from sk3tch
Albatros - You sure you don't wanna be on a "featured mappers" section on my site? Loving the spotlight and level of detail.
Hey,
I'd like that! Thank you

[Blocked Image: http://www.albatros44.de/stuttgart/stge3k.jpg]
[Blocked Image: http://www.albatros44.de/stuttgart/stge4k.jpg]
Still waiting for a Mercedes 170 V Model - it's going to add a LOT to the map when it's done
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This is pure sex!

Keep it up, sometimes I blame myself for not having DoD:S when I see these awesome maps.
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is there a bevel and emboss filter on the Schockers Text? Because It looks like and it makes it looks *sry* shitty. I'd go for plain text as it looks like a hologram and the fake height makes it looks like floating soap... (otherwise great atmosphere
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Quote from e-freak
is there a bevel and emboss filter on the Schockers Text? Because It looks like and it makes it looks *sry* shitty. I'd go for plain text as it looks like a hologram and the fake height makes it looks like floating soap... (otherwise great atmosphere
)Hey,
I don't agree with you
.But I'll add some support structure to it so it doesn't look like it's floating.
Some kind of frame, maybe metal or something like that. Bought another book
with pictures of the 1920s/30s, so expect some more of this stuff soon
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looks as good as your other maps albatross. Theres a lot of things that still have power though after being bombed hard enough to have huge mounds of rubble. Maybe you should strategically place a good number of broken lights? Sorry if ya already have, just looked like everything was in fine working order just with rubble around it.
Atmosphere is pretty dead on so nice job man.
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ace man. ace.
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Plant pots are floating
Also first and second shot, the room is too dark. You need to add more light by the windows as its not dark outside and you have lit dust particles floating about, but no light.... outside shot looks nice and dirty -
That's looking really nice.
However, it looks a little dark in the interior of that building. Brighten that up a bit, and also try messing with God-rays. I think they'd look awesome streaming in through the areas of glass without any moss.
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god damn i need to learn ue3
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[Blocked Image: http://www.albatros44.de/stuttgart/stgf3k.jpg]
[Blocked Image: http://www.albatros44.de/stuttgart/stgf4k.jpg]
[Blocked Image: http://www.albatros44.de/stuttgart/stgf5k.jpg]
Good to see the forums back online
.I'm still busy on the athmosphere, but mainly working on the models + skins. I need them badly for another mod/map I work at.
Oh and Phobos - sweeeeeeet.
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