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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • von*ferret
    • December 11, 2005 at 4:14 AM
    • #1,121

    updated?

  • Grinwhrl
    • December 11, 2005 at 4:22 AM
    • #1,122

    I'm going to agree with Ferret on this one. Bit Cramped and I dont like the atmosphere, dosn't tell me much except that its a bunch of buildings crammed together. Good use of lighting.

  • RD
    • December 11, 2005 at 9:06 AM
    • #1,123

    is it gonna be for CAL or CPL?

  • PhilipK
    • December 11, 2005 at 11:26 AM
    • #1,124

    Looking damn nice there.

    It would probably be damn fun too

    Only thing it lacks atm IMO is a nice 3d skybox.

  • Taylor Swift
    • December 11, 2005 at 2:29 PM
    • #1,125

    As I reported before on the last month, this map have been going better and better. We've playtested it and it's about to be 70 % now. Expect that we have to optimize it so it can take some time. Here is an update of de_hogsatra again. Bombplace 2 is a store. You must wear to play on the map! It is using HDR effect!

    [Blocked Image: http://img390.imageshack.us/img390/7053/dehogsatra2k600536bj.jpg]

    [Blocked Image: http://img390.imageshack.us/img390/576/dehogsatra2k600421fu.jpg]

    [Blocked Image: http://img390.imageshack.us/img390/6669/dehogsatra2k600459hy.jpg]

    more to come...

  • RD
    • December 11, 2005 at 2:55 PM
    • #1,126

    are there any HDR tutorials online

  • Orkan
    • December 11, 2005 at 3:58 PM
    • #1,127

    hamst3r:

    I like those outdoors very much And I think you can add more cables here and there :wink:

  • hamst3r
    • December 11, 2005 at 4:25 PM
    • #1,128

    to be honest i don't even know what the theme of the map is suposed to be ...I just like the feel *shrugs*

  • ReNo
    • December 11, 2005 at 4:29 PM
    • #1,129

    The overall effect of those shots is nice nexus, but if you add in some more detail to break up the repetition of the buildings it could be better still. Get some shit up on those roofs (things like satellite dishes, aerials, chimneys; anything to stop the shared and definate height that everything just stops at. The soft bloom effect from the HDR in shot 3 is lovely

  • Tequila
    • December 11, 2005 at 4:37 PM
    • #1,130
    Quote from RD

    are there any HDR tutorials online

    Sure are. Check the Valve Wiki thing.

  • Vinny Testaverde
    • December 11, 2005 at 4:53 PM
    • #1,131

    Nexus... add some clothlines and some powerlines to break that up, and other details.... looking good tho

  • Deckaux
    • December 11, 2005 at 9:54 PM
    • #1,132

    My first source-MP-project. It needs a few more details and the lighting on some models doesn't really seem to be correct - but the brushwork is done I guess.

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen_small.gif]

  • mike-0
    • December 11, 2005 at 10:00 PM
    • #1,133

    WOAH

  • PhilipK
    • December 11, 2005 at 10:08 PM
    • #1,134

    Looking great there Deckaux!

    I love the detail in the beam work =)

  • Meotwister
    • December 11, 2005 at 10:21 PM
    • #1,135

    niceness, I'd like to see more of that, to get a better feel of it.

  • Evert
    • December 11, 2005 at 10:32 PM
    • #1,136

    Looks great, make sure to have some more open places in the map aswell.

  • st0lve
    • December 11, 2005 at 10:33 PM
    • #1,137

    Thats amazing.

  • Deckaux
    • December 11, 2005 at 10:45 PM
    • #1,138

    Thanks, everybody.

    This map's for the mod 'The Hidden', and I wanted to create a constant gloomy and claustrophobic atmosphere - like in the 3rd alien-move, remembering? There aren't any further 'wide open' areas, as you can see in the following screenshots (the first one is the already posted one...):

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen.jpg]

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen02.jpg]

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen03.jpg]

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen04.jpg]

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen05.jpg]

    [Blocked Image: http://static.justgamers.de/1/1861/members/deckaux/lodestone/lodestone_screen06.jpg]

    There's only one outside area, which is in fact very small and linear. Most of the combat will take place via - how do you call it - z-axis? The 'Hidden's hideouts are mostly above the usual floors - or below.

  • Grin
    • December 11, 2005 at 10:48 PM
    • #1,139

    Superb.

  • Crackerjack
    • December 11, 2005 at 10:54 PM
    • #1,140

    Wow great lighting, great atmosphere and great brushwork. I'm very interested to see how it plays and what its like ingame.

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