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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • dux
    • October 7, 2007 at 6:37 PM
    • #4,941

    I agree with gaylord peris of gayloria. The correction removed the nice pink tint you had.

  • I3yG-MaK
    • October 7, 2007 at 6:58 PM
    • #4,942

    I loke the colorcorrection one. the other is too orange for me.

    ---------------------------

    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

  • Sindwiller
    • October 7, 2007 at 7:54 PM
    • #4,943
    Quote from dux

    I agree with gaylord peris of gayloria. The correction removed the nice pink tint you had.

    Touché

    I like the version with color correction more. It doesn't have that ugly reddish touch...

  • aevirex
    • October 7, 2007 at 9:33 PM
    • #4,944

    Non colorcorrected! But I find the white wall texture way too ... white. It looks so weird. :/

  • Hourences
    • October 7, 2007 at 9:43 PM
    • #4,945

    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.

  • csharp
    • October 7, 2007 at 10:24 PM
    • #4,946

    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 )

  • PogoP
    • October 8, 2007 at 1:33 AM
    • #4,947

    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]

  • Nexus
    • October 8, 2007 at 7:38 AM
    • #4,948

    cool.. I like it

  • 904
    • October 8, 2007 at 8:43 AM
    • #4,949

    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.

  • D3ads
    • October 8, 2007 at 12:50 PM
    • #4,950
    Quote from 904

    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.

    Agreed, especially the door. Looking nice Pogo!

  • PogoP
    • October 8, 2007 at 11:46 PM
    • #4,951

    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]

  • JeanPaul
    • October 9, 2007 at 12:11 AM
    • #4,952

    Bump up your ambient brightness a tad

  • JohnC
    • October 9, 2007 at 1:52 AM
    • #4,953

    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.

  • D3ads
    • October 9, 2007 at 3:31 PM
    • #4,954

    Better

  • dissonance
    • October 9, 2007 at 7:08 PM
    • #4,955

    Damn, pogo, that looks awesome.

  • zeon
    • October 9, 2007 at 7:51 PM
    • #4,956

    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.

  • the0rthopaedicsurgeon
    • October 14, 2007 at 2:40 AM
    • #4,957

    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]

  • Zyn
    • October 14, 2007 at 3:45 AM
    • #4,958

    Veeery bright.

  • Nexus
    • October 14, 2007 at 12:22 PM
    • #4,959

    guess what.. new shit!

    [Blocked Image: http://img155.imageshack.us/img155/9169/dehogsatrasummer10124xk2.jpg]

    [Blocked Image: http://img518.imageshack.us/img518/7294/dehogsatrasummer10086vh2.jpg]

  • Rick_D
    • October 14, 2007 at 12:54 PM
    • #4,960

    inappropriate fog and poor texture alignment?

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