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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psy
    • June 6, 2007 at 4:38 PM
    • #4,001

    [Blocked Image: http://img503.imageshack.us/img503/1116/simpletw1.png]

  • ⌐■_■
    • June 6, 2007 at 7:14 PM
    • #4,002

    How did you make such an overview?

  • Buddy
    • June 6, 2007 at 8:04 PM
    • #4,003
    Quote from Rick_D

    The grass between the cracks or the grass around the platform?If I had the time I would go back and make a lot of changes but I don't really have time to do that - the grass models will eventually be edited for the mod they're going in but for me I can't be bothered - just wanted a little something to put in my portfolio - but I ran out of time to work on it when I found out the house I'm in is going to be sold and I have to figure out some place to live :S

    Keep doing so if You don't want to find a job.

  • Rick_D
    • June 6, 2007 at 8:07 PM
    • #4,004

    tsk tsk buddy so bitchy all the time, honestly - is it because I didn't like your DM map? Or are you always this shitty?

  • Buddy
    • June 6, 2007 at 8:27 PM
    • #4,005

    He didn't liked my map! Pay back time! Jesus Rick, i don't care about what You've said 5 minutes ago, not to mention few months.

    You've made crappy map with odd looking grass, I won't tell You it's awesome and You should apply at Epic with it in Your portfolio. I won't agree with You when You want to put crappy stuff into it as well and not work on it more or atleast do it precisely rather than "5min, still a wip, can't work on it, ->portfolio".

    No offence.

  • von*ferret
    • June 6, 2007 at 8:51 PM
    • #4,006

    Take it into a PM gentlemen.

  • MrBaracuda
    • June 6, 2007 at 9:06 PM
    • #4,007

    Is there a reason to your capitalisation of "you"?

  • Buddy
    • June 6, 2007 at 10:15 PM
    • #4,008

    Yeah, it's respect to a person, actually You do so in polish, looks like it isn't so in english, thanks for a tip though.

  • bartollo
    • June 7, 2007 at 8:54 AM
    • #4,009

    [Blocked Image: http://xs216.xs.to/xs216/07234/LOLZ.jpg]

  • Psy
    • June 7, 2007 at 9:59 AM
    • #4,010
    Quote from killertomato

    How did you make such an overview?

    Photoshop of course!

  • Buddy
    • June 7, 2007 at 10:50 AM
    • #4,011

  • Psy
    • June 7, 2007 at 11:01 AM
    • #4,012

    [Blocked Image: http://xs216.xs.to/xs216/07233/simple.png]

    I've change the way into bombsite B from CT Spawn. The player can either go up the stairs or go straight through the door.

    I think I'll start blocking this out soon unless anybody has any suggestions?

  • Buddy
    • June 7, 2007 at 12:53 PM
    • #4,013

    Looks good too me Psycho, the distances seems to be pretty ok, overally it looks ballanced. My vote is to block it out and let the bot hit the floor.

  • Rick_D
    • June 7, 2007 at 1:07 PM
    • #4,014
    Quote from buddy the designer

    He didn't liked my map! Pay back time! Jesus Rick, i don't care about what You've said 5 minutes ago, not to mention few months. You've made crappy map with odd looking grass, I won't tell You it's awesome and You should apply at Epic with it in Your portfolio. I won't agree with You when You want to put crappy stuff into it as well and not work on it more or atleast do it precisely rather than "5min, still a wip, can't work on it, ->portfolio".

    No offence.

    lol

    and people say I am a dick ;D

  • Quakis
    • June 7, 2007 at 1:15 PM
    • #4,015

    @Psycho

    I think the 1st floor corridor connecting the dining and gallary is going to be an overkill camp spot for the CT. I rarely ever play the game so I'm not entirely sure - then again there are only 2 possible exits, left of right and the whole team could pretty much sit there and protect both bomb sites easily.

    You could consider connecting the MD 1st floor balcony (?) to that middle corridor to add 3 exits to give T a bit more of a chance to clear that area. You could possibly consider a basement area with a bombsite near supports for the building.

  • Erratic
    • June 7, 2007 at 1:15 PM
    • #4,016

    I should check this thread more often.

    I like the scene rick, has a nice farcry feel to it, but as mino said, the displacement metal is pretty out of place. I like the grass in between the conc too, it's a nice touch. Only complaint would be the lighting, it's a little drab. But good stuff otherwise.

  • Rick_D
    • June 7, 2007 at 1:15 PM
    • #4,017

    [Blocked Image: http://xs216.xs.to/xs216/07233/simple.png]

    It looks like it has interesting dynamics but I don't think directly connecting A to B is a good idea, even if it is a raised area.

    Rather have the upper area in mid take you to B, and the upper area at the exit of T spawn take you to A.

    I would go so far as to move A and B back so they are level with CT spawn _or_ give CT's a better entrance into A or just give their entrance some kind of defensive point (book case with gaps so you can shoot through) because T's storming in through lower and upper will just rape most CT teams, and with B being so far away (CT's have better defensive positions by the time T gets there) what's to stop T's rushing A every time, knowing they can get there in time and destroy the CT team D:

  • ifO
    • June 7, 2007 at 2:41 PM
    • #4,018

    I'm not sure I'm confortable with your new Av Rick, is that your arse there?

    I didn't come to mapcore to see man arse.

    I agree on your points on the layout though. It mostly seems well thought out and it's good to see someone plan their layouts in this way. I know I never do

  • von*ferret
    • June 7, 2007 at 4:21 PM
    • #4,019

    KEEP YOUR POSTS ON TOPIC AND NOT DISCUSSING TWO PEOPLE FLAMING EACHOTHER.

  • Psy
    • June 7, 2007 at 4:42 PM
    • #4,020

    [Blocked Image: http://img527.imageshack.us/img527/6296/simpleop5.png]

    Righty. So I've connected the middle's balcony to the connection between both of the bombsites and I've widened the entrance to A for the CT's so it's more balanced.

    Quote from Rick_D

    ...just give their entrance some kind of defensive point (book case with gaps so you can shoot through)

    Good idea. I'll have to play around with cover when it comes to play testing. Thanks for the crits you helpful bunch.

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