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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • mike-0
    • August 9, 2006 at 10:53 PM
    • #2,541

    looks solid, but the orange pipes throw off the mood

  • Section_Ei8ht
    • August 10, 2006 at 2:55 PM
    • #2,542
    Quote from insta

    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?

    A question I wouldn't mind knowing the real answer to. As far as I know there is no limit. I've just been making sure my lightcount per surface is low and I havent had any problems.

    As everyone else said. Looks good, but the lighting would really spruce it up and make all the difference in the world.

    Quote from insta

    Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source.

    Watch yourself or you'll end up like me, spoiled by radiant, unable to go back to hammer.

  • Tequila
    • August 10, 2006 at 4:10 PM
    • #2,543

    GTKRadiant you mean?

    You've got to be mental to be spoiled by default Radiant.

    OH NO I'VE OPENED UP THAT CAN OF WORMS AGAIN!

  • Polaris
    • August 10, 2006 at 4:12 PM
    • #2,544
    Quote from Tequila

    GTKRadiant you mean?You've got to be mental to be spoiled by default Radiant

    I think he meant the Radiants used for Doom 3/Quake 4 etc

  • Steppenwolf
    • August 11, 2006 at 3:02 PM
    • #2,545

    Something i work on currently:

    [Blocked Image: http://img156.imageshack.us/img156/1598/juris5vh8.jpg]

    [Blocked Image: http://img156.imageshack.us/img156/8049/juris3sp8.jpg]

  • Quakis
    • August 11, 2006 at 4:44 PM
    • #2,546

    Very moody, and I love the fog. Great stuff, captures the atmospher pefectly. My only complain is the bottom left corner of the second shit. The transition between the stone and grass is very sharp. Unless ofcourse you were already going to fix that then, nevermind.

  • Steppenwolf
    • August 11, 2006 at 4:48 PM
    • #2,547

    thats only the perspective. its the edge of a curb that is above the grass

  • KoKo5oVaR
    • August 11, 2006 at 5:00 PM
    • #2,548

    insurgency ? i remember those roofs

    looks really sweet step, nice use of the fog and the foliage

  • Skjalg
    • August 12, 2006 at 12:18 PM
    • #2,549

    Insta; I dont understand; why do you have a shitty computer? You have a job...

    Can you even run the game you've helped creating?

  • Zacker
    • August 12, 2006 at 4:22 PM
    • #2,550

    Steppenwolf, you got a good mood and atmosphere there. The black/yellow checker texture really stands out though as if it does not belong there.

  • Ginger Lord
    • August 12, 2006 at 4:26 PM
    • #2,551

    Looks good, but that painted roadblock stands out like a sore thumb. If it's been left there for a while then the paint should have faded a bit more, not just eroded off the edged and left the middle like the day it was painted.

  • st0lve
    • August 13, 2006 at 2:17 PM
    • #2,552

    Well I guess I need to fix my computer and it won't be that bright in a few minutes.

  • bruno_hk
    • August 13, 2006 at 7:54 PM
    • #2,553

    Nice map, looks a little bit like a kosovo I made for HostileIntent years ago.

    [Blocked Image: http://usuarios.lycos.es/nsexi/kosovos0009.jpg]

  • Steppenwolf
    • August 13, 2006 at 8:12 PM
    • #2,554

    Interesting similaritys. I never played HI or your map.

  • Bic-B@ll
    • August 13, 2006 at 8:15 PM
    • #2,555

    mmm e_polies

  • Spellbinder
    • August 13, 2006 at 8:27 PM
    • #2,556

    Great stuff! One thing though Stepp, those sandbags, theres plants growing right throw them.

  • tomdon
    • August 14, 2006 at 12:13 PM
    • #2,557

    If sandbags are left somewhere long enough you do get stuff growing on/in them .

  • Spellbinder
    • August 14, 2006 at 1:20 PM
    • #2,558

    Agreed. But in war the front always moves, back or forth and rather fast. Just in the event the war ended some covers like that would be left alone, and i dont think ppl want to play on maps wheres there no war. Well thats what i think at least.

  • Bronts
    • August 15, 2006 at 7:52 PM
    • #2,559

    Hello all

    Long time reader, but so very few posts

    Anyway I thought I would post a few images of a hlrally map I am working on.

    The lighting is still quite a bit out atm. The shadows are not big enough compared to where the sun is currently at.

    There are also a few more screenshots here

    http://%7boption%7d

    [Blocked Image: http://www.hlrally.net/bronts/Hlrally%20Images/coastal01.JPG]

    [Blocked Image: http://www.hlrally.net/bronts/Hlrally%20Images/coastal07.JPG]

    [Blocked Image: http://www.hlrally.net/bronts/Hlrally%20Images/coastal09.JPG]

  • Minos
    • August 15, 2006 at 9:32 PM
    • #2,560

    Didn't know they were making a source version

    Aren't the roads a bit too narrow ?

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