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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Hourences
    • October 27, 2007 at 10:22 AM
    • #5,021

    I think you need less fog as it looks washed out right now, which is pretty contradicting to the very sharp stencil like shadows you have, plus a high contrast would fit the atmosphere better.

    Nice tut.

  • Psy
    • October 27, 2007 at 10:32 AM
    • #5,022

    Too much brown!

  • SnipaMasta
    • October 27, 2007 at 2:09 PM
    • #5,023

    Reminds me a lot of the Poisonville level in Kingpin. Very nice work, although I think the water lets it down a bit.

  • Method
    • October 28, 2007 at 11:10 PM
    • #5,024

    Thanks guys. I already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game. That Poisonville level was also inspired by The City of Lost Children movie.

    Tried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.

    [Blocked Image: http://www.methodonline.com/temp/lq_180.jpg]

    -Method

  • SnipaMasta
    • October 29, 2007 at 3:05 AM
    • #5,025
    Quote

    I already told numerous people that Kingpin is my favorite game and I guess pieces of it are in my levels. KP is what got me into level design and 70% of people I know in the industry have worked on that game.

    Oh yeah, I know that. I've played your KP map pack.

    The new shot looks very cool too - and the water looks better as well. Although it could just be the distance, in the other shots I don't think it fitted in with the rest of the scene.

  • dux
    • October 29, 2007 at 3:56 AM
    • #5,026

    Man I love the doom 3 engine.

  • Method
    • October 29, 2007 at 6:27 AM
    • #5,027

    Heh my KP expansion was rather weak. I was very young when I made it. Didn't know anything about form, space and light.

    There's no water in Doom 3. What's I'm using is a hack. Basically there was a material in Q4 patch that would take the diffuse map and apply heat haze effect on it, so it ripples.

    -Method

  • Felix
    • October 29, 2007 at 12:41 PM
    • #5,028

    Nearly finished the centre room ceiling. Still need to do the surrounding walkway ceiling.

    I have no idea how im gonna texture this... its for a demo reel for school.

    Im thinking of giving it very clean textures and just rendering the ambient occlusion per frame (or baking it in another UV channel)...

    -Felix

    [Blocked Image: http://i14.photobucket.com/albums/a310/dutchbat_felix/mgs_kamer03.jpg]

  • Minos
    • October 29, 2007 at 3:30 PM
    • #5,029

    Looks pretty good. Bake it to another UV channel, so it saves you lots of time when rendering the rames

  • mjens
    • October 29, 2007 at 4:48 PM
    • #5,030
    Quote

    Tried to make a panorama out of 3 screenshots, but level looks very weird now, like a dream.-Method

    Try to manipulate fov for ~50 or make fov 160 and cut top/bottom part of the screenshot

  • csharp
    • October 31, 2007 at 12:32 AM
    • #5,031

    Method, nice work, it really remind me of bioshock

    I dont know why, but those wooden clean doors doesnt look like they doesnt fit there

  • Method
    • October 31, 2007 at 12:54 AM
    • #5,032

    Thanks. Point taken, gonna make more door textures. I had just one.

    -Method

  • penE
    • November 3, 2007 at 5:08 PM
    • #5,033

    HL2:DM-Map, setted in an old plant of Mikojan-Gurewitsch.

    Still WIP (Lightmapscale 32) :

    [Blocked Image: http://aycu17.webshots.com/image/32056/2003697265378868198_th.jpg][Blocked Image: http://aycu01.webshots.com/image/32000/2003604409258352606_th.jpg][Blocked Image: http://aycu11.webshots.com/image/32770/2003607908746118283_th.jpg][Blocked Image: http://aycu14.webshots.com/image/33213/2003629078326366032_th.jpg][Blocked Image: http://aycu19.webshots.com/image/32698/2003692234750815992_th.jpg][Blocked Image: http://aycu34.webshots.com/image/32153/2003647348481939051_th.jpg][Blocked Image: http://aycu01.webshots.com/image/31640/2003689598365529783_th.jpg][Blocked Image: http://aycu05.webshots.com/image/31164/2003621529695108580_th.jpg][Blocked Image: http://aycu24.webshots.com/image/32623/2003638978929378150_th.jpg][Blocked Image: http://aycu36.webshots.com/image/33715/2003625649929086893_th.jpg][Blocked Image: http://aycu08.webshots.com/image/34407/2001960140866565999_th.jpg][Blocked Image: http://aycu08.webshots.com/image/30927/2001996859595339960_th.jpg][Blocked Image: http://aycu09.webshots.com/image/31528/2001904880989544218_th.jpg]

  • Zeta
    • November 3, 2007 at 5:24 PM
    • #5,034

    I thought that was going to be for cs:s? or am i confusing you with someone else?

    looks great anyway

  • Nexus
    • November 3, 2007 at 5:26 PM
    • #5,035

    looks like it will be a boring map..

    but it looks good

  • Rick_D
    • November 3, 2007 at 5:34 PM
    • #5,036

    looks really nice

  • Psyshokiller
    • November 3, 2007 at 5:37 PM
    • #5,037

    Reminds me of nd_russia

  • Buddy
    • November 3, 2007 at 7:02 PM
    • #5,038

    :bananawrench:

  • FrieChamp
    • November 3, 2007 at 9:37 PM
    • #5,039

    Looks NICE !

  • -HP-
    • November 3, 2007 at 10:44 PM
    • #5,040

    Looks great man!

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