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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ⌐■_■
    • December 12, 2006 at 4:23 PM
    • #3,081

    Ooghijmiqtxxa:

    that looks very cool! beautiful scene and creative concept! good luck!

    one suggestion though: dont use a dim color for the weapons because the contrast (wich is good,mostly) suffers from it!

    OnboardError:

    wow, nice architecture there man! keep that up!

  • skdr
    • December 12, 2006 at 4:42 PM
    • #3,082

    Looks good indeed but all that brushwork is really a waste considering these details should be done with models.

  • OnboardError
    • December 12, 2006 at 4:50 PM
    • #3,083
    Quote from skdr

    Looks good indeed but all that brushwork is really a waste considering these details should be done with models.

    I cant model

  • Psy
    • December 12, 2006 at 5:08 PM
    • #3,084

    That has a really good egyptian feel to it Ooghijmiqtxxa

  • SnipaMasta
    • December 12, 2006 at 5:18 PM
    • #3,085
    Quote from skdr

    Looks good indeed but all that brushwork is really a waste considering these details should be done with models.

    Tie to entity > Func_Detail

    Problem solved!

  • tomdon
    • December 12, 2006 at 9:34 PM
    • #3,086

    Plodding away at this in my very limited free time. I am hoping to replace the big ugly brushes with models when I get spare time. I also need to start thinking about routes around the map. Now I think about it I also need to make lots of little glows for the fairy lights .

    *edit*

    If you want to know about the scale, a player is smaller than a bauble on the tree.

    *edit again*

    Yes I know theres no fire .

    [Blocked Image: http://tomdon.net/images/mice_house.jpg]

  • ctswin
    • December 12, 2006 at 9:47 PM
    • #3,087

    Love what's on the television

  • KoKo5oVaR
    • December 12, 2006 at 10:06 PM
    • #3,088

    Nice props and textures tomdon, but i think you should really work on the lighting because it's pretty easy to make an awesome one in a rats map

    I would say using 3 sources of light, rather than the main light displayed by the lamp a direct light from a window would make something more contrasted i think, the garland from the ceiling and the glowing light of the fire

  • Dodger
    • December 12, 2006 at 10:45 PM
    • #3,089

    Wow this looks so real looking at the crowbar!

    The room lighting is too dark but the props are props fantastic.

    And add to the sofa som hot girls and that is all you need.

  • ⌐■_■
    • December 12, 2006 at 11:10 PM
    • #3,090

    that is so awesome!

    wall could use a pattern or something, like this:

    [Blocked Image: http://img152.imageshack.us/img152/6076/18471767700700qsi7xo0.jpg]

    or something in the lines of this:

    [Blocked Image: http://img152.imageshack.us/img152/227/backgroundgraygl6.jpg]

    keep the green color though!

  • Ooghijmiqtxxa
    • December 12, 2006 at 11:43 PM
    • #3,091
    Quote from OnboardError

    I like the sound of that.

    Quote from Psycho

    That has a really good egyptian feel to it Ooghijmiqtxxa

    Thanks guys.

    Quote from killertomato

    Ooghijmiqtxxa:that looks very cool! beautiful scene and creative concept! good luck!

    one suggestion though: dont use a dim color for the weapons because the contrast (wich is good,mostly) suffers from it!

    What color would you suggest? I'm going for a triad of colors; Orange, purple and green. I'll play with it a bit more and see if I can get it looking better.

    I've worked on it a bit more last night and this afternoon. I've created the second room and connected it to the first with some simple hallways. I'll have something better in the final, but for now they'll do.

    First room again:

    [Blocked Image: http://img301.imageshack.us/img301/3302/garden20005yn9.th.jpg]

    Hallway connecting the rooms:

    [Blocked Image: http://img206.imageshack.us/img206/7458/garden20006rn0.th.jpg]

    This is the second room or "flood room" as I put it when making it:

    [Blocked Image: http://img295.imageshack.us/img295/5452/garden20007dc3.th.jpg]

    Deeper inside the flood room:

    [Blocked Image: http://img522.imageshack.us/img522/2494/garden20008bj9.th.jpg]

    The water in the flood room:

    [Blocked Image: http://img156.imageshack.us/img156/4588/garden20011wv1.th.jpg]

    I tryed to destroy the tops a bit. I'll destroy them more once I create the textures and decals for it:

    [Blocked Image: http://img522.imageshack.us/img522/4712/garden20009dx7.th.jpg]

    Looking up from the bottom of the flooded room:

    [Blocked Image: http://img292.imageshack.us/img292/1110/garden20010dm7.th.jpg]

    I'll be adding more detail to the tops of these rooms. I want it to look like an ancient magical ruin of some sort where people lived so I'll have windows and doors too. The water area in the flooded room will have doors and windows underneath the water to make it seem like it actually flooded some homes.

  • ⌐■_■
    • December 13, 2006 at 12:14 AM
    • #3,092

    wow, good work man!

    i dont know if i like the idea of the colors. its your map, your work and maybe even most important: your insight. however, from what i can see in the screencaps wouldnt use any color. just white, or.. maybe ligth-yellow. i dont think arcade colors make a good mix with the atmosphere youre probably trying to create. anyways, these are just my 2 cents. i think your maps looks very fine already so dont worry too much

  • Campaignjunkie
    • December 13, 2006 at 1:10 AM
    • #3,093

    Looks good, BUT... You're using the stone trim texture to form a lot of 90 degree angles. It results in a very mechanical feel, like a style of video-game architecture that doesn't seem particularly old or realistic. I suggest making some more trim texture variants and mixing some slanted 20 or 60 degree angles into the walls and layout.

    In the new Prince of Persia's (especially Sands of Time), look at the structure of the environments more closely - they curve a lot of straight edges and stretch some perpendicular corners to get a more "lived-in" feel to the levels. Sometimes it's very subtle, and almost borders on useless, but it really matters in the end.

  • FMPONE
    • December 13, 2006 at 2:26 AM
    • #3,094

    Oog it appears you're not familiar with aligning textures. Click one texture and hold alt, then while still holding alt right click the texture you want to align it with.

    Your curves will benefit especially from this

  • Evert
    • December 13, 2006 at 10:12 AM
    • #3,095

    Love it oog, tho it's of course obvious it's wip

    I like the colors in your lighting, I think it will be very easy to make out the different routes and important areas, which is essential for a dm-level.

    Also make it for hl2dm pro.

    For the pickup runes you mentioned you should make a symbol for each type of pickup, like a cross for health, a sword for weapons etc~~~

  • PhilipK
    • December 13, 2006 at 12:02 PM
    • #3,096

    yeah looks hot so far. the self illuminated details are a nice touch

  • TeddyBear
    • December 13, 2006 at 2:22 PM
    • #3,097

    Nice tomdon!

    You might want to make the TV screen self-illuminated and light emissive to add to the realism. And I don't get the ceiling lamp... anyways, cool work

    Ooghijmiqtxxa, I really like your map, the thumbs kind of remind me of the Q3 level design style.

  • Psy
    • December 13, 2006 at 4:42 PM
    • #3,098
    Quote from tomdon

    Plodding away at this in my very limited free time. I am hoping to replace the big ugly brushes with models when I get spare time. I also need to start thinking about routes around the map. Now I think about it I also need to make lots of little glows for the fairy lights .*edit*

    If you want to know about the scale, a player is smaller than a bauble on the tree.

    *edit again*

    Yes I know theres no fire .

    *snip*

    Sweet Jesus! I remember seeing that BBC screen when I was 5 years old. It scared the bejebus out of me with that puppet and it's ever-staring eyes D:

  • Ooghijmiqtxxa
    • December 13, 2006 at 9:55 PM
    • #3,099

    Thanks for the comments guys. I've changed this quite a bit and I'm probably about 80% done with the layout. I need to connect the high and low paths in a indoor room and I'll be just about done. After that its more texture creation, complete the normal maps and add the detail above the playing field. Here is an update:

    This is the new upper hallway in the flooded room. I added a bit more detail to the top and tried to make it look a little more destroyed/under reconstruction:

    [Blocked Image: http://img255.imageshack.us/img255/7087/garden30000ng3.jpg]

    That vine in this picture is how the player gets back up to the second level. It's basically a ladder without the model there. It still needs a little more work and I want to make it more obvious that you can climb them. I'll probably make a decal with footprints around the vine or hand prints on the walls:

    [Blocked Image: http://img226.imageshack.us/img226/7237/garden30001yw7.jpg]

    This is after I climbed the vine and got back up:

    [Blocked Image: http://img516.imageshack.us/img516/4893/garden30002tz2.jpg]

    In the pool of water:

    [Blocked Image: http://img265.imageshack.us/img265/6673/garden30004ob7.jpg]

    Looking up from the bottom again:

    [Blocked Image: http://img284.imageshack.us/img284/2586/garden30005qi4.jpg]

    I'll probably make a new thread once I finish this sucker and I can stop spamming the WIP thread. I'll also probably release all the textures and some other ones I made but didn't use in a pack for everyone to use.

  • sk3tch
    • December 13, 2006 at 11:26 PM
    • #3,100

    That looks hot as hell! I have a question though: How do you make gold on walls like that?

    Same effect on de_corse in the church but I have no idea what the material file variables would be.

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