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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • e-freak
    • January 1, 2007 at 10:19 PM
    • #3,161

    Kabelen

    reminds me of prey but in a positive way try to optimize it here and there (for example the edges of that iron part in the rock) and i think that map will be optical all ok

  • Ooghijmiqtxxa
    • January 1, 2007 at 11:03 PM
    • #3,162

    Still a huge WIP:

    [Blocked Image: http://img78.imageshack.us/img78/3621/d1kk1.jpg]

    [Blocked Image: http://img171.imageshack.us/img171/4021/d2qi7.jpg]

    [Blocked Image: http://img371.imageshack.us/img371/231/d3yj9.jpg]

    [Blocked Image: http://img413.imageshack.us/img413/2483/d4th4.jpg]

    [Blocked Image: http://img413.imageshack.us/img413/3908/d5cm3.jpg]

    I still gotta do a lot of texture alignment and texture changes for the walls. The idea is some sort of facility that provides heat for the people living on an icy planet. The center area of the map will be outdoors and it'll be snowing and all types of crap.

  • Bic-B@ll
    • January 2, 2007 at 3:33 AM
    • #3,163

    very cool, but waaay too much of the same texture color

  • mabufo
    • January 2, 2007 at 5:51 AM
    • #3,164

    I think it looks good, I wish I was capable of that doom3/prey/natural selection mapping stlye... then I'm sure my hallways wouldn't look like utter shit.

  • Bl1tz
    • January 2, 2007 at 4:10 PM
    • #3,165

    [Blocked Image: http://img178.imageshack.us/img178/633/d3yj9hx3.jpg]

    [Blocked Image: http://img178.imageshack.us/img178/3377/d4th4zj3.jpg]

    [Blocked Image: http://img116.imageshack.us/img116/8473/d5cm3sa4.jpg]

    Nice theme so far, but those little bits of geometry I highlighted look really really bad. I would suggest getting rid of them or trying something else there maybe because they look completely out of place and wrong.

  • ⌐■_■
    • January 2, 2007 at 4:37 PM
    • #3,166

    yup. 100% agreed!

  • dux
    • January 2, 2007 at 8:07 PM
    • #3,167

    Hwwo oogi.

  • Quakis
    • January 2, 2007 at 9:51 PM
    • #3,168

    I agree about the metal strips. They suddenly cut off at a wierd angle and have an odd thickness which looks very odd. I think they'd look quite nice (imo) if they cut off flat vertically, had equal thickness with some small light texture which imits some hot-orange lighting. Nothing big, just a small tone to add a little bit of atmosphere there on the ceiling, since those bigger lights aren't creating enough feeling. Ofcourse it's WIP though, and you're probably already aware of it.

  • Ooghijmiqtxxa
    • January 2, 2007 at 11:38 PM
    • #3,169

    Hewwo Dux!

    Yeah those brushes do look a bit funny. I like the idea Quakis. I'll probably turn them into some sort of monitor texture and make them bigger to give off some nice lighting. We'll see what happens!

  • Skjalg
    • January 3, 2007 at 1:42 AM
    • #3,170

    Are those pipes models? They look a little brush-ish

  • mabufo
    • January 3, 2007 at 2:15 AM
    • #3,171

    Well the map I was working on has died. I try to run it and hl2 keeps crashing. I've tried everything to fix the damned thing alt+P shows nothing, the compile log shows nothing. No visible problems. So, I'm about ready to give up on it.

  • Skjalg
    • January 3, 2007 at 2:56 AM
    • #3,172

    you sure the console doesnt give any info when you try to run the map?

    you using -dev?

  • Quakis
    • January 3, 2007 at 9:34 PM
    • #3,173

    As promised in the texture thread (though I'm not sure how many have looked) The new textures I made for the mansion, ingame. I think the look of them fit well and the main hall actually looks a lot better. I'll be working on a new wooden floor, base wood and carpets to also use there to make it look even more fresh. Maybe a new ceiling, the light looks fine however. For the ceiling I am not completely sure what to have, grey squares like I have there or some wooden squares to blend with the wood trim?

    I'm not showing much since I'd like to keep things as a surprise and who knows if any members from the Duke community are looking at these shots.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mansion_013.jpg]

  • insta
    • January 3, 2007 at 10:13 PM
    • #3,174

    I'm glad you're here and posting shots of Duke3d stuff, Quakis. Man it brings back memories.

    Do you still have that wacky 1024 sector limit to adhere to? That was a pain back in the day.

  • Quakis
    • January 3, 2007 at 10:29 PM
    • #3,175

    The ports have increased the limits which is very useful. When using the editor, the old limits are shown at the bottom as normal but once you go over them the numbers change;

    Sectors - 4096

    Walls - 16384

    Sprites - 16384

    Unfortunately, that's as high as they will go probably to keep things stable. But it's still a good size to work with to add more detail or make longer maps.

  • mabufo
    • January 4, 2007 at 3:57 AM
    • #3,176

    A little hallway I'm using as an art test with Phil's texture pack. After playing quake 4 for a little I decided to give that dark shadow-ish style a go. It's rough but that's what I came up with.

    EDIT: is that shot a little dark?

    [Blocked Image: http://i10.tinypic.com/2n7mmur.jpg]

  • JeanPaul
    • January 4, 2007 at 4:09 AM
    • #3,177

    Might be good if I could see it.

  • FMPONE
    • January 4, 2007 at 5:02 AM
    • #3,178

    A few things I would do:

    -Remove that freaking horrid yellow/brown/red texture on the pipes. The base orange is PERFECT for the scene, but those other colors make it look awful.

    -Add some dust motes by the lights to add some detail to the darkness

    -Add wires up the length of the hallway for some additional detail.

    -Some props on the floor such as wires, displaced pieces of the metal (like an upturned metal panel), generic sci-fi fare

  • dissonance
    • January 4, 2007 at 5:39 AM
    • #3,179

    jean: adjust yer gamma

  • Grinwhrl
    • January 4, 2007 at 6:31 AM
    • #3,180

    looks nice mabufo

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