Haaaaawwwtt !
WIP in WIP, post your level screenshots!
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Niiiiiiice
Pipes look better now too

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@3Dnj: Your map looks incredible so far, how do you get such nice shadows on props like that?
Psy: I really like the layout so far but, like I said to you earlier, crates are super cliche!
@Generalvivi: I dig your interior architecture a LOT. But your lighting is a little dull and needs some contrast increases.
So here is the TF2 map I started about a month prior to black mesa's release and havent touched it since our release. Ive been busy with bms but I hope to get a good tf2 layout as well. Its a 3 cp attack/defend with an emphasis on vertical gameplay that involves a big uphill battle for blue to control the massive final laser
Outside blue spawn. That building in the background is the final point. I wanted it visible from the very beginning as a sort of "this is where you are going" kind of thing.
[Blocked Image: http://i.imgur.com/zRFL6.jpg]
Reverse shot of blue spawn/first area
[Blocked Image: http://i.imgur.com/rnsmF.jpg]
A view of A and blue's height advantage from the left entrance
[Blocked Image: http://i.imgur.com/mpAos.jpg]
A from right entrace
[Blocked Image: http://i.imgur.com/EWR3K.jpg]
A from behind (this is viewed from the shortcut red has from spawn before blue captures A (think mountainlab shortcut)
[Blocked Image: http://i.imgur.com/zdpvR.jpg]
Just before you get to B with a view of the stairs that lead to blue's height advantage
[Blocked Image: http://i.imgur.com/ssSrh.jpg]
B from the front
[Blocked Image: http://i.imgur.com/kNvnv.jpg]
View of blues height advantage for B
[Blocked Image: http://i.imgur.com/U0ikK.jpg]
Inside B
[Blocked Image: http://i.imgur.com/8MXWX.jpg]
Behind B
[Blocked Image: http://i.imgur.com/MRdgW.jpg]
C
[Blocked Image: http://i.imgur.com/AgNR7.jpg]
[Blocked Image: http://i.imgur.com/UpmnS.jpg]
[Blocked Image: http://i.imgur.com/Htvui.jpg]
And here is a overview shot that shows why this layout was so incredibly difficult to create:
[Blocked Image: http://i.imgur.com/2bCds.jpg]
Just after A, the map folds under the path to C from B and goes directly to B. Logistically, it was a nightmare.
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Dude that looks awesome, you're really good with angles. Can't wait to see more.
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Impressive Jp, loving the creativity of the spaces
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Quote from JeanPaul
@3Dnj: Your map looks incredible so far, how do you get such nice shadows on props like that?
CSGO has a new version of Source with vastly improved shadows that cast along everything, including viewmodels and props, which looks sexy as fudge.

Your TF2 map has some awesome geometry! My only concern right now is that it's perhaps a bit too open. It'll be interesting to see how you'll artpass that crazy geometry.

@3Dnj: I'm digging it but the lighting seems a little washed out, no? Perhaps a little more colour to the env lighting would do the trick.
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Environment lighting is dynamic basiclly and combined with lightmaps.
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In my blitzed stupor last night I came up with something I thought you guys would like:
Once you capture A...
[Blocked Image: http://i.imgur.com/a9QyM.jpg]
...blue's spawn moves up and you spawn directly above the point you just captured

[Blocked Image: http://i.imgur.com/L4kcp.jpg]
[Blocked Image: http://i.imgur.com/OSWMa.jpg]
[Blocked Image: http://i.imgur.com/fjyYU.jpg]
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That looks awesome JeanPaul, really like your structure and brushwork. Is TF2 still free-to-play? D:
Btw: Hi!

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That window is a thing of beauty. Love it.
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I like a lot the epic feel of this level. And like others said, good job with the brushwork and angled surfaces!
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Okay everyone, here is Alpha 1 of the map:
http://jeanpaultron.com/misc/cp_imbricatus_a1.zip
It will be played on TF2maps.net's TF2 server ( usa.tf2maps.net:27015 ) at around 3:00pm Eastern on sunday.
Come play yo!
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I've missed the quality of work from this community. Awesome work guys

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Final version of light test:
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. -
Heya, I thought I'd post something for a while.
Here's a map I've been working on and off for almost a year now for a Red orchestra 2 mod, Karelian front. I started making this map with pretty much zero knowledge of unreal since I have only worked on source before. Still lots of work to be done to get more clutter to the ground, trees, bushes, flora..
[Blocked Image: https://dl.dropbox.com/u/44433595/tyrja/sshot010.jpg]
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Looks fine! Loving the colors of the grass

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Quote from -rt-
Final version of light test:
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.I think that door in 00:08 could use some lighting to make it more evident.
And cool! Alyx is a walking lantern ;D
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Some fresh screens of Siege (still taken in WIP of course).
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00002_s.jpg]
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00001_s.jpg]
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00003_s.jpg]
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00006_s.jpg]
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00005_s.jpg]
[Blocked Image: http://www.bidoulmarc.com/Others/wip/2012-10-09_00004_s.jpg]
@ -rt- : I really like your dynamic flashlight with the god rays ! It works well !
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Really solid stuff, Moroes
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Cool light effect, Is it bloom, fog or posteffect?
I want this light in Half-life 2.
Already done.
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