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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • D3ads
    • September 17, 2007 at 8:42 PM
    • #4,841

    I R TEH SUX LOL.

  • aevirex
    • September 17, 2007 at 9:19 PM
    • #4,842

    Looks good apart from the tiles on the ceiling and the spotlights.

  • D3ads
    • September 17, 2007 at 9:48 PM
    • #4,843

    Shite... I meant to change those. I kinda rushed that out for my portfolio deadline this morning and just posted it as it was, I was up till 4am putting stuff together

    Spotlights are faked.. and the glows are photoshopped actually but there's a way to render glows like that, I just can't work out how.. :/

  • Method
    • September 20, 2007 at 2:34 PM
    • #4,844

    D3ads: As a fellow RUST brotha, I'll be hard on you man. Good theme selection, but some things must be fixed and could be improved. Things to fix are the low res texture of the elevators that stands out too much. Make the trim and elevator doors seperate brushes. Bust one of the lights and have more shadow. That will create better atmosphere. Have some of those ceiling tiles lay on the floor and a bunch of cables falling out of the hole. Use red/blue light in the ceiling hole to bring the eye to that detail. Break up floor tiles as well. Add pipes. Maybe change the shape of the room so it won't be too rectangular. Those are some of things I think will improve your work.

    Did a quick sketch on what I mean:

    [Blocked Image: http://www.methodonline.com/temp/d3_feedback.jpg]

    -Method

  • ⌐■_■
    • September 20, 2007 at 2:53 PM
    • #4,845

    Í think I'm going to check out RUST.. :roll:

  • GregBoffins
    • September 20, 2007 at 3:16 PM
    • #4,846
    Quote from Method

    D3ads: As a fellow RUST brotha, I'll be hard on you man. Good theme selection, but some things must be fixed and could be improved. Things to fix are the low res texture of the elevators that stands out too much. Make the trim and elevator doors seperate brushes. Bust one of the lights and have more shadow. That will create better atmosphere. Have some of those ceiling tiles lay on the floor and a bunch of cables falling out of the hole. Use red/blue light in the ceiling hole to bring the eye to that detail. Break up floor tiles as well. Add pipes. Maybe change the shape of the room so it won't be too rectangular. Those are some of things I think will improve your work.Did a quick sketch on what I mean:

    [Blocked Image: http://www.methodonline.com/temp/d3_feedback.jpg]

    -Method

    Why would a tile be stacked on the side?

    Why do tiles HAVE to fall from the ceiling?

  • bitmap
    • September 20, 2007 at 3:27 PM
    • #4,847

    because it adds a little spice to the level.

    mmkay?

  • GregBoffins
    • September 20, 2007 at 6:17 PM
    • #4,848
    Quote from bitmap

    because it adds a little spice to the level.mmkay?

    Yeah but everyone has that same shit, over and over again

    Maybe I am just being grumpy.

  • dux
    • September 20, 2007 at 7:02 PM
    • #4,849

    Always being grumpy

  • GregBoffins
    • September 20, 2007 at 7:04 PM
    • #4,850
    Quote from dux

    Always being grumpy

    Maybe

    But I have been laughing all day, I have to balance it out.

  • Psyshokiller
    • September 20, 2007 at 8:18 PM
    • #4,851
    Quote from Zombie

    balance it out.

    That's what it's all about!

  • Method
    • September 20, 2007 at 8:58 PM
    • #4,852
    Quote from Zombie

    Why would a tile be stacked on the side?

    Why do tiles HAVE to fall from the ceiling?

    ...everyone has that same shit, over and over again.

    It would be stacked because when a Janitor sees it's broken, he'll put it aside to remember that it needs to be replaced. I saw tiles on the side before. What it does by standing up is connecting and makes that back wall less flat.

    Tiles have to fall to create more opportunity for detail. To see what's up in that ceiling and what can come/fall down.

    Instead of criticizing my feedback, post some of yours and also some new stuff you created. It's kinda pointless to say that "everyone has same shit" when you haven't posted anything since DA-Prison.

    -Method

  • ⌐■_■
    • September 20, 2007 at 9:07 PM
    • #4,853

    ZING!~

  • propaganda
    • September 20, 2007 at 9:58 PM
    • #4,854
    Quote from killertomato

    ZING!~

    +1

  • GregBoffins
    • September 20, 2007 at 10:17 PM
    • #4,855
    Quote from Method

    It would be stacked because when a Janitor sees it's broken, he'll put it aside to remember that it needs to be replaced. I saw tiles on the side before. What it does by standing up is connecting and makes that back wall less flat.

    Tiles have to fall to create more opportunity for detail. To see what's up in that ceiling and what can come/fall down.

    Instead of criticizing my feedback, post some of yours and also some new stuff you created. It's kinda pointless to say that "everyone has same shit" when you haven't posted anything since DA-Prison.

    -Method

    What I meant by my reply was why do you have to have THESE types of details, why can't there be something else that is different?

    Anywho, I guess you can't all have the same opinion about something eh.

    Don't have a go at me for not posting anything or giving feedback, I do it for a living. Also I am not into this source stuff that is preffered here so I don't give feedback on it. I have made 2 maps in the last year, plus a texture set and now I am working on multiple projects. I don't feel the need to show anyone since I am only doing it for my enjoyment not to try and make out how cool I am :roll:

  • D3ads
    • September 20, 2007 at 10:48 PM
    • #4,856

    Zombie: That's HL1 not Source

    Method: I already have all that on the list of things to put into the proper level, since that's only a crappy rushed test and I shouldn't have posted it really. The proper level will be differently shaped and bits will be changed/removed edited. Btw it's a comdemned building, Janitors couldn't give a shit about missing tiles

    Please disregard those horrible screenshots and someone post something good!

  • Method
    • September 21, 2007 at 3:09 AM
    • #4,857

    Zombie: You make yourself look a bit funny here man, saying things like "Why can't there be something else that is different?" If you have some great ideas, why don't you share it with us? It's like saying that someone's idea is stupid, yet you cannot contribute with nothign else. See how that makes you look? Since you do this for a living, why don't you enlighten us and give that feedback that showcases unique details.

    I post my stuff not to "show how cool I'm". I do that so I can become better by listening to variety of feedback.

    -Method

  • GregBoffins
    • September 21, 2007 at 6:38 AM
    • #4,858
    Quote from Method

    Zombie: You make yourself look a bit funny here man, saying things like "Why can't there be something else that is different?" If you have some great ideas, why don't you share it with us? It's like saying that someone's idea is stupid, yet you cannot contribute with nothign else. See how that makes you look? Since you do this for a living, why don't you enlighten us and give that feedback that showcases unique details.I post my stuff not to "show how cool I'm". I do that so I can become better by listening to variety of feedback.

    -Method

    Couldn't give a rats arse how I am perceived on mapcore

    Each to their own.

    In regards to details there 2 things I haven't seen (could be wrong) and that's wooden walls with wall paper that's peeling down with wooden planks missing, revealing water pipes and cables. Second thing is battle or worn down concrete walls with reinforcing showing. I haven't seen that kinda stuff and that would be some cool new-ish details.

    But yeah I am working on something that is different (not entirely different, like pink walls with crushed mangos for ceilings) but a bit of a different spin on the whole decayed thing.... so I will show you when I have enough to show.

    Until then, drop it with the attacks huh.

  • D3ads
    • September 21, 2007 at 1:55 PM
    • #4,859

    Nice ideas dude, I will incorperate them

  • GregBoffins
    • September 21, 2007 at 2:15 PM
    • #4,860
    Quote from D3ads

    Nice ideas dude, I will incorperate them

    Glad to be of some use.

    When I get some more ideas that people overlook I'll share em. Can never have too many fresh ideas.

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