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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • dux
    • August 8, 2007 at 6:54 PM
    • #4,561

    I dig it but the floor texture is just not working well for you. I'd suggest cutting it up with other textures or replace it completely. It just looks too shiny and wet.

  • -Stratesiz-
    • August 8, 2007 at 8:35 PM
    • #4,562

    Interesting design! Focus more on using light_spots rather than making everything unrealistically shiny.

  • Darth_brush
    • August 9, 2007 at 9:00 AM
    • #4,563

    well, i have to find a new floor texture. the billard pics are just placeholder, i will replace it later. I've changed the lighting and the fog from green into blue.

    [Blocked Image: http://www.cubius-design.de/tube/t23.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/t24.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/t25.jpg]

    [Blocked Image: http://www.cubius-design.de/tube/t26.jpg]

  • Psy
    • August 9, 2007 at 9:20 AM
    • #4,564

    Why is the floor covered in baby oil?

  • Darth_brush
    • August 9, 2007 at 10:50 AM
    • #4,565

    because "milupa baby oil" is my hardware sponsor.

    [Blocked Image: http://www.cubius-design.de/tube/t30.jpg]

  • FrieChamp
    • August 9, 2007 at 11:29 AM
    • #4,566

    Getting there! Now add more dirt decals

    One minor thing - the lights cast on the ground are...greenish?

  • JAL
    • August 9, 2007 at 12:55 PM
    • #4,567

    I like the wet floors, it adds a great atmosphere to the map.

    It's improving on every screenshot.

  • Defrag
    • August 9, 2007 at 9:02 PM
    • #4,568
    Quote

    Albatros":z7ch5cf5]Blah blah![Blocked Image: http://www.albatros44.de/soviets/sov2k.jpg]

    [Blocked Image: http://www.albatros44.de/soviets/sov4k.jpg]

    [Blocked Image: http://www.albatros44.de/soviets/sov5k.jpg]

    I've not been browsing for a month or so and just saw this. Top work! Just wanted to give you some props because, although a lot of people seem to (rightly) pick at a few rushed things and lack of detail in certain areas, you have a real knack for building cool environments. Once that final level of detail is added, it's going to look amazing. Keep it up

  • FrieChamp
    • August 9, 2007 at 9:27 PM
    • #4,569

    Gotta agree with Defrag, I just wish you would release more final versions so there would be something to put in the spotlight galery

  • Gorion
    • August 9, 2007 at 9:56 PM
    • #4,570

    the problem that darth_brush has, i also have

    specularity is way to much.. like in de_dust2 you got some nice shining floor, but when i use the same texture, its like wtf :@

    and yes i did build cubemaps.

  • Skjalg
    • August 10, 2007 at 2:50 AM
    • #4,571

    really hard for me to compete with the last maps that has been shown here :S

    [Blocked Image: http://www.pvkii.com/devjournal//data/upimages/pvk_town_firstlook_thumb.jpg]

    It was just a quick screenshot of the latest compile for a small post at the new devblog at the pvk2 site.

    (lighting is very very very very basic right now, I'm going to keep the nighttheme tho).

  • Seldoon182
    • August 10, 2007 at 4:31 AM
    • #4,572

    Ctf game mode in pvkII ! Awesome !

    btw that wip is a bit too dark to me...

  • dux
    • August 10, 2007 at 5:19 AM
    • #4,573

    24fps - good to see the PVKII framerates are still as good as ever.

  • Rick_D
    • August 10, 2007 at 8:49 AM
    • #4,574

    please, they are like 10 times better than INS' 2.4fps ;D

  • hessi
    • August 10, 2007 at 9:12 AM
    • #4,575
    Quote from Skjalg

    really hard for me to compete with the last maps that has been shown here :S[Blocked Image: http://www.pvkii.com/devjournal//data/upimages/pvk_town_firstlook_thumb.jpg]

    It was just a quick screenshot of the latest compile for a small post at the new devblog at the pvk2 site.

    (lighting is very very very very basic right now, I'm going to keep the nighttheme tho).

    this tree is a hell of FPS eater animation on trees might look nice, but it is costly on FPS. since source doesnt support sprite based leaves like other engines, those mesh based animations eat a big load of fps.

  • Skjalg
    • August 10, 2007 at 2:09 PM
    • #4,576
    Quote from dux

    24fps - good to see the PVKII framerates are still as good as ever.

    Actually, right now this is the one map that has really low fps.. Its just my pc thats older than you

  • TermInator525
    • August 10, 2007 at 5:58 PM
    • #4,577

    Some new shots

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_1.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_2.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_3.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_4.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_5.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_6.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_7.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_8.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/cityfever_b3_9.jpg]

    Vis: Fast

    Rad: Fast

  • ⌐■_■
    • August 10, 2007 at 6:11 PM
    • #4,578

    I like it!

    Watch out with textures getting repetitive though.

  • hessi
    • August 10, 2007 at 6:11 PM
    • #4,579

    you shouldn't give those trees shadows when they already are in the shadow of a building. looks really weird/faked/unnatural.

    rest is okay. kind of generic, but this implies a solid work.

  • Minos
    • August 10, 2007 at 7:03 PM
    • #4,580

    Brushwork/texturing looks solid Terminator.

    I'm not a fan of the ambient lighting, it looks too unrealistic. In real life you only get such an orange'ish hue when the sun is on the horizon line... yet, the light_env pitch in your map is like -45.

    Keep in mind that strong hues may cause some discomfort to the eyes. Players will get tired of your map rather quickly if you keep the current lighting.

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