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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Meotwister
    • October 1, 2006 at 11:57 PM
    • #2,761

    i agree, i liked contact too...

    but thats a cool generator man.

  • Lost
    • October 2, 2006 at 1:45 AM
    • #2,762

    Some more Pictures:

    [Blocked Image: http://img178.imageshack.us/img178/2346/ggwmdtemporalbasiclevel0000eq7.jpg]

    [Blocked Image: http://img178.imageshack.us/img178/9919/ggwmdtemporalbasiclevel0001ll1.jpg]

    [Blocked Image: http://img178.imageshack.us/img178/3140/ggwmdtemporalbasiclevel0002wy0.jpg]

    [Blocked Image: http://img96.imageshack.us/img96/182/ggwmdtemporalbasiclevel0003js0.jpg]

    Still have to add content/structures to the side levels and main floor. and fix the strange shadow glitch thats beside the base of the generator, if someone knows what this is that would help a bunch.

  • JeanPaul
    • October 2, 2006 at 2:55 AM
    • #2,763

    More sides to those arches please

  • JeanPaul
    • October 2, 2006 at 5:31 AM
    • #2,764

    How does this look?

    [Blocked Image: http://img225.imageshack.us/img225/1251/sewer0015sv4.jpg]

    [Blocked Image: http://img225.imageshack.us/img225/3717/sewer0016fi3.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/4936/sewer0017dc3.jpg]

    [Blocked Image: http://img174.imageshack.us/img174/6989/sewer0018xv4.jpg]

  • dissonance
    • October 2, 2006 at 5:47 AM
    • #2,765

    ooo, the fog is a nice touch.

  • Dodger
    • October 2, 2006 at 8:12 AM
    • #2,766

    well where is the water-train then?

  • TeddyBear
    • October 2, 2006 at 8:44 AM
    • #2,767

    JeanPaul, I think the fog is a bit exaggerated in places, try reducing it by ~40-70% to get a nicer, more subtle effect. Otherwise the map kicks ass.

  • FrieChamp
    • October 2, 2006 at 8:47 AM
    • #2,768

    The fog looks unnatural, it could be "smoke", but still the settings would need some adjustments. There is too little of it close to the player for the smoke totally blocking out the view in a few meters distance.

    Also are you running a study on tunnels or something, you seem to spend a lot of time with it

  • Section_Ei8ht
    • October 2, 2006 at 9:29 AM
    • #2,769

    I wouldn't change a thing, JeanPaul. I love it!

  • ReNo
    • October 2, 2006 at 11:16 AM
    • #2,770

    I agree with TeddyBear that the fog is a little too extreme, but I wouldn't reduce it by too much, as I think overall it adds to the look. For some reason its reminding me a lot of a certain part of "Breakdown" on the Xbox, though far far sexier I really like the new crossbeams you have added by the way.

  • OrnateBaboon
    • October 2, 2006 at 12:18 PM
    • #2,771

    I think that the ropes make things look a bit too overworked. I am wondering what all the ropes are actually for. They almost make things feel a touch cluttered. Also, it is possible to actually see too many areas where the angle of the brushwork changes. For example, the beams that go up the walls contain 16 brushes. Ideally, I wouldn't be able to count these. They would look a lot better if they were modelled.

    There is a similar situaton going on with the floor, and the rail tracks. This could easily be fixed by turning everything into displacements, and then adjusting the corners so that they look perfectly curved, and super smooth. This should not be too much work, and would make a massive difference.

    Could be a good idea to fiddle with the lighting as well. Maybe try and get some more shadow up the top. I would really like to see some orange lighting used, so that everything looks more alive. Or possibly a blue lighting set up contrasted with some yellows. Point spotlights might fit the scene as well.

  • Nazul
    • October 2, 2006 at 2:07 PM
    • #2,772

    now THAT looks nice JP.. would put up some more colored light . like the ( hardly visible) blue one .. some orange-ish would do some good i think ?

  • Meotwister
    • October 3, 2006 at 7:20 AM
    • #2,773

    I pretty much agree with peoples suggestions so far. I like how this is coming along, looks reeally nice man.

    btw, whats up with that mysterious blue light on top of the cieling pipes in the 2nd shot?

  • Vinny Testaverde
    • October 3, 2006 at 7:39 PM
    • #2,774

    I dont like fog; its ruins those lovley curves you had before

  • JeanPaul
    • October 3, 2006 at 8:03 PM
    • #2,775
    Quote from Meotwister

    I pretty much agree with peoples suggestions so far. I like how this is coming along, looks reeally nice man. btw, whats up with that mysterious blue light on top of the cieling pipes in the 2nd shot?

    Yeah, thats a reflection of the skybox that is out of sight in the screenshots.

  • e-freak
    • October 3, 2006 at 8:15 PM
    • #2,776

    mh, why don't remake the cubemaps (should work, shouldn't it?) or replace the skybox with a black box (or will there be outside parts of the map?... no that would'nt fit on a rail, would it ?)

  • D3ads
    • October 4, 2006 at 8:28 PM
    • #2,777

    I liked it better without the silly fog!

  • Skjalg
    • October 4, 2006 at 10:33 PM
    • #2,778

    i guess you should up the value in the distance for the smoke

    Keep it,just not so much^^

  • spine
    • October 5, 2006 at 11:54 AM
    • #2,779

    Awesome work JeanPaul!

    Where has the red light gone, it needs another color now I think.

    The red light was a good touch, mabe just a little here and there would work.

  • Belgarion
    • October 5, 2006 at 2:16 PM
    • #2,780

    add the red light back in, but don't make it 100% saturated. try 150 75 75 or something. just so it's not overpowering. and i'd also make the fog distance further, but keep the near distance. it should be very very gradual. frickin awesome btw. I think i remember seeing this a long time ago on hl2w

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