what's the premise? i sort of get that you have to find the key then get back to the door, but where does the loop come in?
WIP in WIP, post your level screenshots!
-
-
Just some Matinee tech for my level for my thesis.
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Quote from Sentura
what's the premise? i sort of get that you have to find the key then get back to the door, but where does the loop come in?
The title "the Loop" actually stems from the short story I semi based this off of. The loop is actually a portion of an underground train tunnel where there's a rock that sort of consumes you and puts you in a stasis. Regardless you're also continually looping through a main hub type level fetching souls (those blue sphere key things). I've begun to elaborate on the soul collection (the more you collect and the more health you have when you complete the game affects the endings).
I spent the last couple nights working on it and put up a playable version you can try here:
http://mahwebspace.levelism.com/flixel/ ... Tixel.html
-soundtrack I did in musagi
-new tiles
-level2 fleshed out to act as main world
-tutorial in 1st level (floating text stuff)
-Tracking system that points you in the direction of the soul or door you should be heading towards
-An attack system that will eliminate all enemies close to you at a cost of health
-stats, intended to be used with flxkong
-player motion tweaked
-all enemies tweaked and changed to some degree
-
Hospital hub map for PQL4 mod ( viewtopic.php?f=22&t=15034 )
[Blocked Image: http://www.radiator.debacle.us/temp/pql4_intro0005.jpg]
-
Quote from SpicyTanukiDisplay More
The title "the Loop" actually stems from the short story I semi based this off of. The loop is actually a portion of an underground train tunnel where there's a rock that sort of consumes you and puts you in a stasis. Regardless you're also continually looping through a main hub type level fetching souls (those blue sphere key things). I've begun to elaborate on the soul collection (the more you collect and the more health you have when you complete the game affects the endings).
I spent the last couple nights working on it and put up a playable version you can try here:
http://mahwebspace.levelism.com/flixel/ ... Tixel.html
-soundtrack I did in musagi
-new tiles
-level2 fleshed out to act as main world
-tutorial in 1st level (floating text stuff)
-Tracking system that points you in the direction of the soul or door you should be heading towards
-An attack system that will eliminate all enemies close to you at a cost of health
-stats, intended to be used with flxkong
-player motion tweaked
-all enemies tweaked and changed to some degree
you really need to fix friction/acceleration when landing on a platform from a jump. i "overjumped" platforms a few times, and it gets tedious when you have to calibrate for it. other than that, it's interesting. i kinda wanna see where you're going with the story...
-
A bit too green if you ask me. A subtle background hue would look much nicer (reference the matrix)
-
-
My texture skills suck so bad, I hope this looks somewhat decent as I'm biased

[Blocked Image: http://www.bluestrike.be/tempspul/g5.jpg]
-
Quote from Campaignjunkie
Hospital hub map for PQL4 mod
since it's not meant to be a realistic place, you could get more creative & do some freaky false perspectives or optical illusions in the texturing. or even have multiple corridors with the same arrangement that you teleport between, like a bright clinical green one & a lynchian dark corridor with purple velvet curtains instead of doors (& optional dwarves), so it's like you're switching between inverted spaces.
also you could flood that corridor (sprinkler particles)- raytraced refs on floor would be good
-
Finally found some time to work on my Mos Eisley map again lately. This is how it looks like atm:
[Blocked Image: http://www.abload.de/thumb/1_ij2wb.jpg][Blocked Image: http://www.abload.de/thumb/2u12q.jpg][Blocked Image: http://www.abload.de/thumb/3q1lj.jpg]
I know it's no Crysis or sth., but I just wanted to bring this to an end.
Hope you like it

-
That looks real nice penE.
I really like the first shot. -
My current project... still a work in progress.
[Blocked Image: http://www.williamtylerbuser.com/images/big/gow2_2.jpg]
[Blocked Image: http://www.williamtylerbuser.com/images/big/gow2_4.jpg]
-
Quote from neotic
My current project... still a work in progress.[Blocked Image: http://www.williamtylerbuser.com/images/big/gow2_2.jpg]
[Blocked Image: http://www.williamtylerbuser.com/images/big/gow2_4.jpg]
Nice architecture and composition but man, lose the bloom and post effect filters. I'll be brutally honest here: they are making the level look pretty crappy. You could have a much prettier scene with better lighting and no crappy filters. Really, you got a killer scene underneath all those filters, just get rid them asap!!
The tricky part of using the unreal 3 engine is actually making your game NOT look like an unreal 3 game. Only a few succeed imo (Mirrors Edge comes to mind).
-
BLOOM!!

I really feel like being an ass here and ask if there's a level behind that bloom filter, but since I'm a good person, I wont!

Yeah man, get rid of that! Nice environment / architecture tho. But it needs light, colors, contrast, and variation.
-
I agree with minos, it's nearly impossible to focus on the pictures.
It looks like the scene is quite nice but it's completely destroyed by the blurry mass it's covered by + also it looks like the contrast isn't in the actual lighting, but forced in there by the heavy post processing going on instead.
Make the scene look good without the heavy post processing, (pre-processing?
) and use that for tweaking colors later on.And please keep it easy with the blur/bloom

-
Haven't posted here for a while, mainly because of that "I'm tired of Crysis jungles" comment. I know it wasn't meant in a bad way, but yeah, it scared me away. But here's some more screens of the level I'm working on. Crits apprecitated!

Top part of the waterfall is not yet completed and it looks funky, I know that. Also, there's some unfinished scenery in the second pic, I'm fully aware of the things that need more work.
[Blocked Image: http://img1.hugeup.com/f/03312010/8697e9f862.jpg]
[Blocked Image: http://img1.hugeup.com/f/03302010/16b0bc7cdf.jpg]
[Blocked Image: http://img1.hugeup.com/f/03302010/eb5cb.jpg]
-
unless this is the coastline of some continent (read: not an island), those falls are moving way too much water per second.
otherwise looks quite nice.
-
Like I said, the waterfall isn't finished, it's just a basic layout for where I want the finished one to be. The final thing will have less water and it'll be running down along rocks like in the bottom.
Though waterfalls like that does excist, I've seen several on New Zealand! Anyway, thanks for the comment, happy you find it quite nice. =)
-
Quote from The Vulture
[Blocked Image: http://img1.hugeup.com/f/03302010/16b0bc7cdf.jpg]
That screenshot looks like an actual picture. Holy shit, i feel im mapping for Wolfestein now with my source mod. -
Quote from Gambini
That screenshot looks like an actual picture. Holy shit, i feel im mapping for Wolfestein now with my source mod.Haha, thanks.
Here are the most recent two from my Crymod thread. First one is a crashed jet for those who can't see. The guys in the second screen do have behaviours, but I didn't bother pressing AI/Physics and then walk through a trigger for their behaviours to start. Perhaps the Crytek guys know a workaround?

Still heavy WIP.
[Blocked Image: http://img1.hugeup.com/f/04032010/1f6c3e55f5af.jpg]
[Blocked Image: http://img1.hugeup.com/f/04032010/de1ad4.jpg]
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!