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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • JeanPaul
    • August 4, 2006 at 7:53 PM
    • #2,501

    I very much so intend on breaking it up, but for now, I am reworking it. I didnt like how sharp of a turn it made.

  • JeanPaul
    • August 5, 2006 at 12:07 AM
    • #2,502

    Here is an update, I made the turns a lot wider, and trust me, its a LOT more work than you think just to do that.

    [Blocked Image: http://xs104.xs.to/xs104/06316/sewer0007.jpg]

    [Blocked Image: http://xs104.xs.to/xs104/06316/sewer0008.jpg]

    [Blocked Image: http://xs104.xs.to/xs104/06316/sewer0009.jpg]

  • FrieChamp
    • August 5, 2006 at 12:22 AM
    • #2,503

    Nice so what's the gameplay in there gonna be like?

  • Tarky
    • August 5, 2006 at 1:16 AM
    • #2,504

    /me explodes

    Love it!

  • Polaris
    • August 5, 2006 at 1:19 AM
    • #2,505

    Seksay

    I believe it's for a mod.

  • von*ferret
    • August 5, 2006 at 1:22 AM
    • #2,506

    You could remove some of the repetiveness with your lighting. Take some lights and make them brighter, some softer. Some with slight color changes.

  • Quakis
    • August 5, 2006 at 1:26 AM
    • #2,507

    Some dark area in the tunnel would also look nice.

  • JeanPaul
    • August 5, 2006 at 1:28 AM
    • #2,508
    Quote from Polaris

    SeksayI believe it's for a mod.

    No sir, this is my own work (CSS)

  • ginsengavenger
    • August 5, 2006 at 7:52 AM
    • #2,509

    I would do something like ramps or steps between the low area and the walkways, so people don't get stuck down there in the heat of battle. That kind of thing is really frustrating. Awesome brushwork and detailing btw, just needs some more cover and visual filler at ground level.

  • PS_Mouse
    • August 5, 2006 at 9:43 AM
    • #2,510

    Oooh, thats sex.

    You could stick a train or something in the middle.

  • Polaris
    • August 5, 2006 at 9:57 AM
    • #2,511

    Texture repetition on the beams is a bit too obvious imo. Maybe you could radomize them up a bit.

    Quote from JeanPaul

    No sir, this is my own work (CSS)

    Drat, I was hoping it was some part of Black Mesa

  • Sindwiller
    • August 5, 2006 at 11:22 AM
    • #2,512
    Quote

    Drat, I was hoping it was some part of Black Mesa Sad

    Me too

    Wfr, Sindwiller

  • ReNo
    • August 5, 2006 at 12:47 PM
    • #2,513

    Arches along curves - that musta been rather hellish Worth it though, its looking very cool. Fetter's advice about lighting could help break up the repetition people are mentioning, and with some decals and props cluttering up the ground a bit I'm sure it will look uber sexy. Interested to see what sorta map this is gonna slot into

  • OrnateBaboon
    • August 5, 2006 at 3:44 PM
    • #2,514

    I think the torus tool must have been used. Looks really nice, and very different.

  • JeanPaul
    • August 5, 2006 at 6:23 PM
    • #2,515
    Quote from OrnateBaboon

    I think the torus tool must have been used. Looks really nice, and very different.

    Yeah, it definatley was.

  • Bic-B@ll
    • August 5, 2006 at 7:32 PM
    • #2,516

    needs more taurus

    [Blocked Image: http://www.zeroproof.com/bicball/taurus.jpg]

  • von*ferret
    • August 5, 2006 at 7:33 PM
    • #2,517

    lol

  • dissonance
    • August 5, 2006 at 8:00 PM
    • #2,518

    lol

  • Meotwister
    • August 6, 2006 at 5:49 AM
    • #2,519

    looks really cool man.

    I agree with the suggestions above but I'm not sure I like all the wires up top. So much it gets like someone said messy.

  • von*ferret
    • August 6, 2006 at 8:23 AM
    • #2,520

    BOMB SNAP DIGITY LITS LIKE HOT. WIRE ARE SWET INGAME THEY LOOK GOOD I SURE

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