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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Rayne
    • July 16, 2007 at 7:13 AM
    • #4,321
    Quote from robert.briscoe

    Been working on an idea for a CS map for a while and its looking like it's finally coming together now! //

    I really wanted to give myself a challenge on this and shit what a challenge it is to get dense, lush forest running smooth in Source but I think I've cracked it! Still early WIP but I think its presentable enough to start showing stuff.

    Holy Hell, that's awesome.

  • Bic-B@ll
    • July 16, 2007 at 7:22 AM
    • #4,322
    Quote from PS_Mouse

    Hrm, using the colour filter stuff. Now there's a thought.

    dont you get smart with me boy, i just cant recall the entity off my name but you can play with hues and contrast and shit ingame.

  • Rick_D
    • July 16, 2007 at 8:24 AM
    • #4,323
    Quote from von*ferret

    CONSTRUCTIVE FEED BACK AND NO TROLLING OR THERE WILL BE REPERCUSSIONS.That means YOU Mr Baracuda.

    wtf, seriously

  • Evert
    • July 16, 2007 at 8:35 AM
    • #4,324

    Amazing Rob!

    I guess that's why you didn't call, you spend too much time at home

  • robert.briscoe
    • July 16, 2007 at 8:55 AM
    • #4,325

    haha i guess I should be flattered that you dont believe its source! But you'll all be able to play it soon so no need to proove it

    Not sure about the lighting just yet, it's still an early experiment and YES I was inspired by the 3dMark firefly forest, mainly on the lighting. I used a bit of the colorcorrectionui on these shots to increase the contrast a bit, but when I get around to doing the lighting properly Im gonna make sure whatever lighting I choose runs without colour correction as I want it to look the same on all systems.

    It should work well with CS, i've built it around the same size as de_dust and studied the layout so that the timings and flow will be function as well as dust does, but its a bit more open.

    Right now im detailing, optimising and most importantly making sure the gameplay works well. Im going to be adding alot of stuff so that its easy to navigate, but its pretty hard to get lost in the map even as it is right now so I dont think this will take too much work!

    Oh and apolagies about sat dude, I was stuck on the phone until 10pm and then it started pouring down so I was too lazy to get off my fat ass!

  • PS_Mouse
    • July 16, 2007 at 9:10 AM
    • #4,326
    Quote from Bic-B@ll

    Hrm, using the colour filter stuff. Now there's a thought.

    dont you get smart with me boy, i just cant recall the entity off my name but you can play with hues and contrast and shit ingame.lol, it's not like I can remember what it's called. It is actually an interesting idea though.

  • voodoochopstiks
    • July 16, 2007 at 9:11 AM
    • #4,327

    Wow brisc, that looks pretty damn amazing, real nice work, it just calls for a DoD conversion as well, a nighttime raid in the schwarzwalds!

  • FrieChamp
    • July 16, 2007 at 9:38 AM
    • #4,328

    Looking very very nice - and SHAME on you who believe this man would need to fake his screenshots!

  • Bic-B@ll
    • July 16, 2007 at 9:54 AM
    • #4,329
    Quote from PS_Mouse

    Hrm, using the colour filter stuff. Now there's a thought.

    dont you get smart with me boy, i just cant recall the entity off my name but you can play with hues and contrast and shit ingame.lol, it's not like I can remember what it's called. It is actually an interesting idea though.

    bah my bad i thought you were being sarcastic.

  • Albatros
    • July 16, 2007 at 9:56 AM
    • #4,330

    Looks definately interesting robert, nice night-style athmo.

    I wonder how you'll manage to keep the performance up - at least if the dimensions of the map are rather large, the engine will have to cope with lots of detail/static props, won't it?

    I'd really like to check that one out .

    Last set of Nuremberg shots for a while:

    [Blocked Image: http://www.albatros44.de/reloaded/nbghdr3k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbghdr4k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nbghdr6k.jpg]

  • Bic-B@ll
    • July 16, 2007 at 12:32 PM
    • #4,331

    tits

  • skdr
    • July 16, 2007 at 2:30 PM
    • #4,332

    Can't see robert's pics, anyone?

  • MrBaracuda
    • July 16, 2007 at 2:50 PM
    • #4,333
    Quote

    Albatros":39syy7bx][Blocked Image: http://www.albatros44.de/reloaded/nbghdr6k.jpg]

    Do me a favour and place it somewhere else than a narrow street with tall buildings >_>

  • Zeta
    • July 16, 2007 at 3:00 PM
    • #4,334

    very nice robert

  • Something
    • July 16, 2007 at 3:10 PM
    • #4,335

    Basic brushwork with fast rad compiling.

    [Blocked Image: http://img177.imageshack.us/img177/9862/envldianhenrich0000xp2.th.jpg]

    [Blocked Image: http://img392.imageshack.us/img392/8514/envldianhenrich0001to8.th.jpg]

    [Blocked Image: http://img520.imageshack.us/img520/347/envldianhenrich0002ev2.th.jpg]

    [Blocked Image: http://img329.imageshack.us/img329/4345/envldianhenrich0003lu8.th.jpg]

    Ignore the giant brick block in the distance.

  • Sentura
    • July 16, 2007 at 4:09 PM
    • #4,336

    last pic:

    the first building (from the left) really catches the eastern european style, and so does second - however putting a factory right next to a farm is not a way to go.

  • Something
    • July 16, 2007 at 4:28 PM
    • #4,337

    Its actually going to be a semi-modern industrial environment.

    More like this:

    [Blocked Image: http://img401.imageshack.us/img401/6086/040kpxz9.th.jpg]

  • Psy
    • July 16, 2007 at 4:53 PM
    • #4,338

    He took the images down. Must of been fake.

  • twiz
    • July 16, 2007 at 5:50 PM
    • #4,339

    the whole website is down

    I want to seeeeeee

  • rockdude86
    • July 16, 2007 at 5:57 PM
    • #4,340
    Quote from twiz

    the whole website is down I want to seeeeeee

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