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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • curman
    • October 23, 2007 at 4:38 PM
    • #5,001

    Term - These are just my crits/ideas, you don't need to take them.

    [Blocked Image: http://img222.imageshack.us/img222/8964/mycommentsam4.jpg]

    1 - The prison sink from HL2 looks madly out of place. (atleast I think thats what it is.) It appears to be a very middle-eastern place, and randomly there is a sink. It also is way too low, unless it's meant to be something else. I'd rather see another spiritual well or something.

    2 - I don't know, something about the enterence to this small room seems odd. You either enter through a smashed wall, or a lifted gate (The gate looks pretty bad too.) I just wish there was an actually desginated hallway arch.

    3 - Maybe it's just me, but these appear to hang really low. I think you'd smash your head on them. When used in lostcoast the ceiling I think was proabably 256-512 units from the ground.

    Looks awesome though. I really think this map would look great with some custom models/props.

  • Warby
    • October 23, 2007 at 8:00 PM
    • #5,002

    @Term!nator525: warm fuzzy feeling in tummy initiated !

    Felix i knew what it was before reading your comment good job on authenticity

    Mr. Happy: i cant tell what it is but i like the fog color and light beams and all around the lighting a lot at first i thoghed this was a piece of concept art

    people don't like to play in dark levels unfortunately though

  • ShockaPop
    • October 25, 2007 at 4:59 PM
    • #5,003

    Hello Mapcore crew! I decided to finally join here myself..

    Here's some my very early WiP shots of my upcoming mall map:

    [Blocked Image: http://img514.imageshack.us/img514/9517/mallbrawl0000do9.th.jpg]Image1

    [Blocked Image: http://img508.imageshack.us/img508/5476/mallbrawl0004cz0.th.jpg]Image2

    [Blocked Image: http://img508.imageshack.us/img508/2595/mallbrawl0005yn7.th.jpg]Image3

    [Blocked Image: http://img510.imageshack.us/img510/6765/mallbrawl0003yj3.th.jpg]Image4

    These shots are most-likely to show how my roof looks like, ya know?

  • Hourences
    • October 25, 2007 at 5:29 PM
    • #5,004

    SotaPoika - looks good for a start, although the big steel bars with holes bother me. They are pretty close to the floor, and they feel much too heavy for the area + their orientation clashes with the composition of the rest of the room.

    _____________________________________

    UT3 map WIP - entirely modeled - 90 percent own textures and meshes - remaining 10 percent was downloaded of texture and model resource sites.

    Temp 5 minute test render in 3DSMax - not ingame - not representative of the final result - no materials or normal maps - test lighting set up in less than 10 seconds just to bring the idea across.

    White is waterfall - 7 more waterfalls in the level - 4 large ones

    The terrain and grass is a temp replacement for Unreal's internal terrain system - there will be more sand:)

    Polycount currently in view about 40 000

    [Blocked Image: http://users.pandora.be/Hourences/krodan1.jpg]

  • aevirex
    • October 25, 2007 at 7:09 PM
    • #5,005

    Very nice! No too sure about the circle window at the top and transition between rocks and the building (although you might solve this with lighting or whatsoever).

  • ⌐■_■
    • October 25, 2007 at 7:21 PM
    • #5,006

    i love it

    would change the lightsetting tho.. think its too bright..

  • Hourences
    • October 25, 2007 at 7:25 PM
    • #5,007

    Yeah, light is temp. Dont know what ill do with it. Prolly much darker than this, more gloomy.

    The big window is part of the identity of the house and really was the intention, based on http://members.lycos.nl/caryatid/images ... pen_18.jpg

    However, looking at it again after your comment, especially the T piece in the middle of the room bothers me now and is much too thick in comparison with other elements on the house.

    So Im going to dump the T piece, thanks

  • mjens
    • October 25, 2007 at 8:51 PM
    • #5,008

    [Blocked Image: http://level-design.org/flyer.jpg]

    oldschoolz! :>

    1st try to make a texture... a lot of work to do

  • ⌐■_■
    • October 25, 2007 at 10:01 PM
    • #5,009

    is it the quake engine?

    [insert inhouse joke]

  • dux
    • October 25, 2007 at 11:28 PM
    • #5,010
    Quote from killertomato

    is it the quake engine?

    Come on d00d you're on a big time mapping forum and you can't tell 10 year old engines appart? wtf

  • Rick_D
    • October 25, 2007 at 11:50 PM
    • #5,011
    Quote from killertomato

    i love itwould change the lightsetting tho.. think its too bright..

    lol..

  • ⌐■_■
    • October 26, 2007 at 12:35 AM
    • #5,012

    whats your point rick? not evrybody gets your hidden sarcasm jokes and autistic, black sense of humor.

    also, Dux.. im just trying to get along smoothly with you guys. i havent even seriously mapped for like three years (not beyond the point of almost finnishing something anyway) let alone play a game. :S its sad but i havent had the time frankly..

    is it duke 3d?

  • Quakis
    • October 26, 2007 at 12:43 AM
    • #5,013

    Close, the Duke Nukem 1 engine.

  • dux
    • October 26, 2007 at 1:15 AM
    • #5,014

    lol

  • Method
    • October 27, 2007 at 2:35 AM
    • #5,015

    I've been quiet lately, but I'm still working on the texture pack and design studies.

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

    I discovered a way to make practically any texture (surface) look painted. I used white, because I consider making white paint the hardest. Other colors could be easily overlayed sometimes.

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

    More examples:

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

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

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

    I'm planning on writing a tutorial for this, if anybody is interested.

    -Method

  • Seldoon182
    • October 27, 2007 at 2:45 AM
    • #5,016

    Awesome stuff Method. This reminds me an old movie...

    [Blocked Image: http://eiram.europe2blog.fr/eiram_c_moi/images/la_cit_des_enfants_perdus_2.jpg]

    Quote from Method

    I'm planning on writing a tutorial for this, if anybody is interested.

    - Please share your tips mate !

  • Method
    • October 27, 2007 at 2:55 AM
    • #5,017

    Hehe Seldon. That area was inspired by that movie and a french animation Renaissance:

    http://%7boption%7d

    This area was inspired strictly by The City of Lost Children:

    [Blocked Image: http://www.methodonline.com/temp/meth_test3a.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test3b.jpg]

    [Blocked Image: http://www.methodonline.com/temp/meth_test3c.jpg]

    Working on that painted texture tutorial.

    -Method

  • Method
    • October 27, 2007 at 3:58 AM
    • #5,018

    Here's the tutorial:

    [Blocked Image: http://www.methodonline.com/images/painted_preview.jpg]

    http://www.methodonline.com/painted_tutorial.htm

    Feedback is welcome,

    -Method

  • Seldoon182
    • October 27, 2007 at 4:11 AM
    • #5,019

    I've seen those pictures before but I wasn't able to recall me the title ! How grandiose is it Method !

    -> Reading this tutorials right now.. Time is money !

    Ps: If you share tuts each time you r double posting. Plz do it more often than not !

  • Method
    • October 27, 2007 at 6:02 AM
    • #5,020

    Yea sorry for double posting, it's just not all visit level design and texture forums. Some people simply look at levels and others only texturing.

    -Method

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