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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Sindwiller
    • March 3, 2007 at 12:42 PM
    • #3,441
    Quote from JamesL

    Cute. Goldsrc I assume?

    Duke3D

  • dux
    • March 3, 2007 at 4:44 PM
    • #3,442

    Rocked.

  • Minos
    • March 3, 2007 at 7:06 PM
    • #3,443

    You should make that dry dock narrower and higher. You should also remove those containers, since they make no sense considering that the ship is in a dry dock for repairs or whatever reason.

  • ⌐■_■
    • March 8, 2007 at 8:34 AM
    • #3,444

    @ Quakis:

    Sorry, the page you requested was not found

  • neotic
    • March 9, 2007 at 12:18 AM
    • #3,445

    Just a little screen of last few hours of works and a question... see those larger darker windows on the tower of the aquaduct? They are unusually darker than they should be and clash too much with the rest of the tower, on the other side they are correctly shaded, which is all obviously due to the light_env, to correct it I tied the models to info_lighting on the correct side but saw no change as well as turning off dynamic shadows and still no luck. Any ideas to work around this? Grr.

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/shambala0000.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v323/wtbuser/shambala0001.jpg]

  • Quakis
    • March 9, 2007 at 1:16 AM
    • #3,446
    Quote from killertomato

    @ Quakis:Sorry, the page you requested was not found

    Don't worry, there's been LOADS of progress since that shot so you're not missing out on anything. Lots has changed.

  • SixThree
    • March 9, 2007 at 3:49 AM
    • #3,447

    [Blocked Image: http://img409.imageshack.us/img409/4961/snap0354zp6.jpg]

    [Blocked Image: http://img409.imageshack.us/img409/4867/snap0342ae3.jpg]

    Strider posed in Gmod

  • JeanPaul
    • March 9, 2007 at 4:20 AM
    • #3,448

    Architecturally WRONG

    But I like it

    I say continue some of the beams down the wall for better flow.

  • Sindwiller
    • March 9, 2007 at 8:02 AM
    • #3,449
    Quote

    Architecturally WRONG

    Who cares? As long as it looks cool Let us create unrealistic worlds, until programmers get so dumb to apply realistic physics on EVERYTHING

    Keep it up SixThree. Looks like a whole bunch of work.

  • Wesley Tack
    • March 9, 2007 at 11:35 AM
    • #3,450

    Architecturally very wrong indeed, but i like the design / colors used.

    Looks good

  • General Vivi
    • March 9, 2007 at 4:51 PM
    • #3,451

    looks pretty sweet

  • Bl1tz
    • March 9, 2007 at 5:22 PM
    • #3,452

    Looks good BUT I really don't like those triangular wedges with the corrugated texture connecting the scaffolding at parts. Those look really bad and I would suggest taking them out. In fact, removing that corrugated texture from the scene altogether would probably help too. It doesn't really add anything.

  • ReNo
    • March 9, 2007 at 5:49 PM
    • #3,453

    I quite like that the corrugated material brings some colour to the scene, but I second the comment about those wedge things. They just don't make any sense, and don't really work visually either. Some vertical element to the wall with just the windows could be nice too, even if just some simple pillars, as at the moment its very flat indeed.

  • Rick_D
    • March 9, 2007 at 6:53 PM
    • #3,454

    Looks very weird. As has been stated it could not possibly exist in the real world, and that ruins it for me, especially because it looks like you tried too hard to make it look realistic. Only to fail at finding reference pictures ;D

  • Dodger
    • March 9, 2007 at 9:45 PM
    • #3,455

    First want to telly'all that I'm working time from time on a new small map, that I call for : cs_stripclubb..you know music and that.. Snoop heffner mixed with a little bit of doggy flint!

    It's very wip STILL and not even ready for wip..soz.. but I keep it posted here anyway..ike?

    [Blocked Image: http://img251.imageshack.us/img251/4980/csstripclubbfz3.jpg]

    the weed-smokin' one is de_hogsatra_2k7bizzles. a new beta is com'n fo' tha hogsatra map wich will basically include - a couple of new objects, fixed lagg n errors...

    [Blocked Image: http://img251.imageshack.us/img251/2220/dehogsatra2007b2jq1.jpg]

    I think that this must be all fo' today with the map updates from me.. If you have any questions regarding thamaps feel free to azk me here..

  • Rick_D
    • March 9, 2007 at 11:39 PM
    • #3,456

    how are you make such maps of the greatness?!!

  • SixThree
    • March 10, 2007 at 12:15 AM
    • #3,457
    Quote from Rick_D

    Looks very weird. As has been stated it could not possibly exist in the real world, and that ruins it for me, especially because it looks like you tried too hard to make it look realistic. Only to fail at finding reference pictures ;D

    I didn't build from reference, from the head (which I guess is quite obvious) It wasn't meant to be a super realistic location, just something to practice, but since there seems to be such a strong general consensus that it should look right I'll obviously make some modifications. Thanks for the input on the wedges/walls/supports, I'll look into something else that works.

  • VoodooBenshee
    • March 10, 2007 at 5:22 PM
    • #3,458

    [Blocked Image: http://www.voodoobenshee.de/wip/dm_killbox_voodoobenshee0008.jpg]

    [Blocked Image: http://www.voodoobenshee.de/wip/dm_killbox_voodoobenshee0009.jpg]

    [Blocked Image: http://www.voodoobenshee.de/wip/dm_killbox_voodoobenshee0010.jpg]

  • mabufo
    • March 10, 2007 at 5:36 PM
    • #3,459

    How did the ship get stuck there?

  • zeon
    • March 10, 2007 at 7:46 PM
    • #3,460
    Quote from mabufo

    How did the ship get stuck there?

    come on.. haven't you ever seen ships falling from the skies?...

    man get real..

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