I agree with gaylord peris of gayloria. The correction removed the nice pink tint you had.
WIP in WIP, post your level screenshots!
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I loke the colorcorrection one. the other is too orange for me.
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Some screens of my tf2 map Work in progreess, this is the entrance to the BLU team.
[Blocked Image: http://img517.imageshack.us/img517/312/sinttulo3cj8.jpg]
[Blocked Image: http://img413.imageshack.us/img413/8365/sinttulo6gm2.jpg]
[Blocked Image: http://img442.imageshack.us/img442/7435/sinttulo4xp5.jpg]
I did not build cubemaps yet
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Non colorcorrected! But I find the white wall texture way too ... white. It looks so weird.

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Can you also increase contrast using color correction? If so, Id stick to the original color, but raise contrast. Its a little washed out now, where as the corrected one stands out more because of a stronger contrast.
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I really like your TF2 maps
Should buy new computer so that i can do maps for tf2
(Sure i could now, but i dont see any good point to buy game witch doesn't run on my computer
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Here's a little update. I've been working on an alleyway that the player has to traverse in the first few moments of my Singleplayer series of maps. You have to clamber across ledges high off the ground whilst the Combine patrol below you.
It's using all stock HL2 materials, I really want to test my scripting skills! At the moment, Combine rush past the alleyway exit in APCs and on foot randomly, looks quite nifty. The player doesn't even really look that way, but if he chooses to do so, it's a bit of eye candy for him/her.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap3.jpg]
In this next image, it's at ground level. You never even go down to ground level, I haven't a clue why I even took a screenshot. Heh.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap2.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap1.jpg]
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cool.. I like it
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Looks good, maybe you can add the depth suggested by the textures for real, especially the door and windows in the brickwall in the last shot.
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As they said in the bible, "Ask and thou shalt receive more screenshots with updated bits taken from the advice of fellow Mapcorians".
I think that was from the New Testament.
Holy thread hijack, batman! Maybe I should start a new thread for this map instead of posting loads of shots in this topic. Anyway, I added more 3D-ness to the brick building.
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap4.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap6.jpg]
[Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/SPmap5.jpg]
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Bump up your ambient brightness a tad
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I am loving that lighting Pogo. I also like how full the rooms are. It looks like all the houses and tenements in the original game should've looked.
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Better

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Damn, pogo, that looks awesome.
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love it, just wondering how many must have suffered when hitting their knee against that radiator. right there where the younger and fresher guys runs around the corner
the 3D effect on the alley really made it look much better. maybe do that as well on the two windows in your latest screenshot, just a little in, to give it depth. -
i decided to start a tf2 map i've had an idea for since a while ago. it's set in a swiss mountains-type setting and since i never played tfc much i'm basing it off a map in the original. i don't know the name but there's main road connecting each base, with a river running in a canyon beneath, and paths around the cliffs higher up. what i have so far:
[Blocked Image: http://img136.imageshack.us/img136/6870/tf1pf6.jpg]
[Blocked Image: http://img154.imageshack.us/img154/5836/tf2lz2.jpg]
[Blocked Image: http://img154.imageshack.us/img154/5913/tf3mu2.jpg]
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Veeery bright.
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guess what.. new shit!
[Blocked Image: http://img155.imageshack.us/img155/9169/dehogsatrasummer10124xk2.jpg]
[Blocked Image: http://img518.imageshack.us/img518/7294/dehogsatrasummer10086vh2.jpg]
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inappropriate fog and poor texture alignment?
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