WIP in WIP, post your level screenshots!
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I'm guessing that's how you did the bricks on dirt in Corse? My only gripe with that is that the bricks look like they're floating rather than "in" the grass. Looks like it works very well with snow though.
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Yeah that's cool, hessi. A tutorial would be nice

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thx insta. i really dig for working at valve some day. that would be a goal i definitly want to reach. maybe only for a year or any limited period but seriously: valve makes the games i really love. working on such titles would be kick ass
but i have to finish my bachelor degree first 
snipamasta: which bricks are you talking about? i used the blendtextures only on grass and ground tiles in de_corse.
defrag: tutorial is on its way. just made the screenshots

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Extreme wip, made in Max so obviously theres no light, shaders etc yet. Theres also no floor cause that has to be done with the engines terrain.
The yellow stuff of the house will be more subtle once it has been shader'ified
Rainy, gloomy fantasy like art noveau inspired nature canyon + house. DM Map. UT2007. Prob is the game only comes out in like half a year so while Im eager to go touch this up ingame it cant yet \o\
White thing next to the house is a waterfall. Theres a large tripple waterfall on the other side of the map. The house is build on a deep canyon, a river flows below it. The house is actually just nothing more than a visual landmark and a powerup spawn area. The actual game takes place in a bunch of rocky canyons surrounding the house area.
[Blocked Image: http://www.gamedesign.be/Hourences/ra2.jpg]
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Looking very cool hourences but I'm wondering about this being for UT2007. Wouldn't there be a slew of problems that would come up with working on a map for a game/engine that's not available yet? Both technically and aesthetically?
I'm sure you've got your angles covered, but I'm just curious

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Quote from Erratic
Looking very cool hourences but I'm wondering about this being for UT2007. Wouldn't there be a slew of problems that would come up with working on a map for a game/engine that's not available yet? Both technically and aesthetically? I'm sure you've got your angles covered, but I'm just curious

I got plenty of technical and aesthetical info/workarounds. Its being made completely in max and Im making all assets myself so I dont have to rely on any official asset nor worry about the consistency in tech, art or approach between my type of assets and theirs because there will only be mine.
Its also very easy to scale up or down since its all max modeled and the floorplan nowhere relies on specific jump heights or distances and large jumps will be supported by steam jumppads so that wont be an issue either.
Its also know that the game will be a blend between ut2004 movement and scale and ut1 so you can guess and estimate quite a lot, especially when you did extensive mapping for both games.
And it takes quite some time making everything so i better start now cause I might not have the time for it in 7 months time. At the start of a games life cycle custom content is also most popular so the sooner after release I can release something the more rewarding it will be.
Might start on a second map after this one, already got a second concept visualized.
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Hourences, you could definately gives a try for your map under Painkiller's engine, it certainly doesn't have all the fancy shaders ut2007 will have, but all the level design stuff is made with Max
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Hessi: that tutorial rocks house

thanks

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Quote from hessi
Might be worth to add it to the list here:
http://www.mapcore.net/forums/viewtopic.php?t=5318
Blaz?

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Testing some with PhilipK's excellent textures

It's a cool style!
Hope I didn't ruin your textures by using them like this

[Blocked Image: http://skjalg.mapmonger.com/screenshots/test0042.jpg]
updated the image with some of the feedback

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I'm not any good at input and constructive critism so i just say, it looks nice!
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doom 3.... source?
looks excellent

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I'm sure Blazeeer is cussing you out as we read.
...Just kidding.
Looks cool tho.
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the only way i knew it was source was the specular bits.
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very flat depth whise skalg. YOu have these great normal mapped textures but the geometry doesn't maximze their potential. Try to bring out the depth in the walls floors and ceilings more. Nice start, love the lighting.
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mm i know, been working on this just a couple of hours... been toying more with entities than with the design for now...
time to go to bed

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