WIP in WIP, post your level screenshots!
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lol drunken fetter posting ownage

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Dude, that is fantastic, totally reminds me of that tunnel you walk through during some stages of AVP2

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[Blocked Image: http://img125.imageshack.us/img125/3192/omfgisdasbilligix0.jpg]
oh, this is so cheap... actually it's too early to criticize, i haven't worked on it much yet. btw: its for UT2004.
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interesting
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Whats the theme ? :s
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I can't relly see what it's supposed to resemble

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Well I see a structure made of bricks and whats either very dark stone or some sort of black ice stuff.
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i didn't want to confuse you

the idea is more or less a ancient (sounds new and innovative, right?) whatever with some meteorite shards/splitter... the cool thing is to see this in motion, it has a very nice shader on it (imo).
btw: i'm pretty proud that i use all custom textures and prefabs.
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Not much at the moment, I'm pretty much just working on single sections and touching up, detailing, changing textures around till its perfect then moving on.
Still have some changes to make with this section. Want to add in sliding Grate for enterance into the ladder area above. Angled to match the rest around it. Place some decals here and there, add in some differences in the lighting and fix some of the lighting issues still there.
but basically this is just a sublevel access kinda area, so lighting may go darker and have some flickering and slighting different colors.
Interesting to hear other peoples ideas suggestions etc

[Blocked Image: http://img334.imageshack.us/img334/7418/hallway0001ab7.jpg]
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not much atm just a hallway, no theme or anything that keeps me interested or intrigued
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that stripe texture seems overused, if you were to have it only on the vertical columns or only on the horizontal elements, it would look better, imo.
also, +2 for pistolwhipping.
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hm, I think the horizontal ones I might play around with a plated metal texture of some kind. would go better when I make a ladder cover I think.
thanks for the quick feedback

and Pistal whipping is the only way to go, get that nice solid bone crunching crack off the back of the head, instead of a quite slash, makes it feel like you really did just kill the guy in one hit

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[Blocked Image: http://img159.imageshack.us/img159/9485/q41po2.jpg]
[Blocked Image: http://img131.imageshack.us/img131/6241/q42bb3.jpg]
Subtle lighting is not something I'm good at, so I apologize for any burnt retinas.
Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source. Hopefully I can stretch this out to a 1vs1 DM map.
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Looks goodio! Now enable your AA next time you take shots

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Very neat. Reminds me of Natural Selection and the Tremulous maps. Nice illumination but could use some more contrast lighting tough. You could also make a broken lamp in the middle who is flickering or something.
Not bad (i hope that those are custom textures
). Nice texturing and neat brushwork. I think it would look better with darker lighting.Wfr, Sindwiller
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Insta: looks like a pretty good use of the stock content.

Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.
As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.
Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible.
Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled). -
Quote from KungFuSquirrel
Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.
Thanks for the feedback. A thing I was wondering about the lights;
are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount?
QuoteAs an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.
True. Should provide me with a great opportunity to really learn the scripting/entity work, since right now I can't even trigger entities
QuoteAlso: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible.
Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).I'll try that next time. For these screenshots, I dared to go up in resolution to 800x600, but had to turn it back down to 640x480 again when I wanted to actually play the game.
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That's hot insta! I like it a lot.
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