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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Rick_D
    • November 18, 2007 at 11:20 AM
    • #5,081

    doesn't look very tf2 i'm afraid :x

  • PogoP
    • November 18, 2007 at 11:45 AM
    • #5,082
    Quote from Rick_D

    doesn't look very tf2 i'm afraid :x

    Could you elaborate a little more on that?

  • Felix
    • November 18, 2007 at 1:44 PM
    • #5,083

    i think it looks nice, maybe a bit too detailed ?

  • Pingu_swe
    • November 18, 2007 at 5:12 PM
    • #5,084
    Quote from Grippy0

    New atmosphere ![Blocked Image: http://pix.nofrag.com/1/7/f/b688efb454edbc11f3a4b865378d1tt.jpg]

    [Blocked Image: http://pix.nofrag.com/6/6/e/67524186cad241bb73d5ebd516c9ftt.jpg]

    The light is cast on the wall below the actual lamp.

  • e-freak
    • November 18, 2007 at 6:30 PM
    • #5,085
    Quote from Felix

    i think it looks nice, maybe a bit too detailed ?

    I don't think so - the bigger problem is that TF2s interiors are quiet small in the stock maps. That's a gameplay decision: Imagine you defend the docs at 2fort and you are in one of the hallways leading to the cap room you can block invis spys and if you build a sentry as an engineer the sentry will block out too fast enemies.

    So - if you still keep in mind that larger hallways will always advantage spys like outdoors it's ok and stick with it. But if the whole map is that open you should keep a close eye on class balance!

  • Albatros
    • November 21, 2007 at 7:15 PM
    • #5,086

    [Blocked Image: http://www.albatros44.de/reloaded/nnc1m.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nnc5m.jpg]

    A bit new stuff for DoD... maybe some of you remember that Nuremberg-map I've been working on in may.

    Right now I'm experimenting with the skyline textures I made for the background.

  • PogoP
    • November 21, 2007 at 11:37 PM
    • #5,087

    "doesn't look very dod:s i'm afraid :x"

    I kid. That looks really good, I like the skyline textures you mentioned, and the second screenshot doesn't scream 'Source!' like most maps tend to.

    Are those custom textures, or are they DoD:S textures?

  • m8nkey
    • November 22, 2007 at 12:56 AM
    • #5,088

    PogoP: I'm liking your TF2 WIP, it shows a nice attention to detail but doesn't look too busy.

    [AoS] Albatros: Looks great, I never got into DOD:S or it's predecessor. Decided to re-install it after looking at your pics though.

  • Mr. Happy
    • November 22, 2007 at 3:43 AM
    • #5,089
    Quote from Felix

    i think it looks nice, maybe a bit too detailed ?

    If you actually look at the TF2 maps they are very detailed. But they use simplified shapes and textures, so alot of people think they are simple.

  • Furyo
    • November 22, 2007 at 10:50 AM
    • #5,090

    Trust me, you'll be out of tjuncs and max planes if you try hard enough to detail your map more than it should. This looks fine alright

  • Thrik
    • November 22, 2007 at 11:50 AM
    • #5,091

    Awesome stuff with the DOD:S map. The skybox with the silhouette buildings looks great, and is a really nice way of building up some depth.

    Is that a bit of sharpen filter I see, though?

  • TermInator525
    • November 22, 2007 at 1:27 PM
    • #5,092

    [Blocked Image: http://bildupload.sro.at/a/images/de_bahrain_css_290018.jpg]

    [Blocked Image: http://bildupload.sro.at/a/images/newlamps.jpg]

  • Seldoon182
    • November 22, 2007 at 1:29 PM
    • #5,093

    @ Albatros : Fix those textures coordinates first ! Add an info_lighthing on your props statics such as the left windows (First screen) and the truck...

    [Blocked Image: http://pix.nofrag.com/3/9/5/951b4eb352896a1aeeb2ba93b6841.jpg]

    Btw your lighthing looks better and better ! Keep it up ! :wink:

  • D3ads
    • November 22, 2007 at 7:49 PM
    • #5,094
    Quote from Term!nator525

    [Blocked Image: http://bildupload.sro.at/a/images/de_bahrain_css_290018.jpg][Blocked Image: http://bildupload.sro.at/a/images/newlamps.jpg]

    This is looking so much better now, I think that plant in the last screen is really odd though...

  • Rick_D
    • November 22, 2007 at 8:05 PM
    • #5,095

    yea it adds way too much detail, right deads

  • dissonance
    • November 22, 2007 at 9:16 PM
    • #5,096

    I think he meant more along the lines of "agave wtf"

  • Albatros
    • November 23, 2007 at 12:19 PM
    • #5,097

    Heya, thanks for the feedback .

    Thrik:

    I'm using IrfanView to quickly rescale my screenshots from 1280 x 1024 to something smaller. It slightly blurs them automatically in that process, so I sharpen the pictures once. Not a perfect solution, I admit.

    The original-size screenshots of each picture are linked with it, though, so you can see the untampered stuff aswell.

    @Seldoon:

    Thanks for the paintover , the info_lightings are still missing (aswell as enough cubemaps). I've been retexturing that area so the texture flaws are gone aswell.

    PogoP:

    I've started layouting with mostly standard content, but now I'm replacing more and more with my own stuff, some raw material comes from cgtextures, other from pictures I've taken in my vacations. Also, I use a lot of SpineRoyal's ressources. He made some of the finest texture packs for DoD I've ever seen.

    [Blocked Image: http://www.albatros44.de/reloaded/nnd1m.jpg]

    You can compare this screenie to the first one. The texture on the building on the right used to be standard, the new one is made by myself.

    [Blocked Image: http://www.albatros44.de/reloaded/nnd2m.jpg]

    Any other suggestions?

    Cheers,

    Albatros

  • Nexus
    • November 23, 2007 at 1:39 PM
    • #5,098

    looks like real

  • Minos
    • November 23, 2007 at 2:16 PM
    • #5,099

    That looks awesome, love the lighting. The only thing that annoys me is how the fog blends with the skybox in the first screenshot, maybe you should modify the sky so everything blends smoothly. Keep up the good work.

  • Deh0lise
    • November 23, 2007 at 2:56 PM
    • #5,100

    In the tank screen the skyline looks strange that blue doesn't fit at all I presume its due to the fog. I prefer the way it looks in the other screen.

    Is the overview seen that way (the point of view) "ingame"? It looks soo cool but if it is not gonna be seen while playing that way but like tank's screen...

    Anyway its looking awesome!

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