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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Albatros
    • November 23, 2007 at 3:57 PM
    • #5,101

    It's going to look like that ingame as soon as I move the "blueish" parts of the 3d ensemble closer to the bridge or make the fog a bit thinner. Both will do the trick, and I think it's okay to say that the parts that look ugly now due to the fog are of a better quality texturewise than the parts that look beautiful now .

    I'm still experimenting, it's all a matter of tweaking... and *much* work.

    As I said, I've started this in april/may... ;/

  • PogoP
    • November 26, 2007 at 1:37 AM
    • #5,102

    Here's another update on my TF2 map. I've started work on the short routes into each base; each of these routes has a 'run-away' minecart shooting down the rails, so you have to be very quick.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20014.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20015.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/tf20025.jpg]

  • Felix
    • November 26, 2007 at 6:20 AM
    • #5,103

    cool !

  • ⌐■_■
    • November 26, 2007 at 10:13 AM
    • #5,104
    Quote from Felix

    cool !

  • Fяэ&a
    • November 26, 2007 at 12:39 PM
    • #5,105
    Quote from killertomato

    but maybe a bit too narrow only think some soldiers or demomans go along that path?

  • PogoP
    • November 26, 2007 at 12:46 PM
    • #5,106
    Quote from Fяэ&a

    but maybe a bit too narrow only think some soldiers or demomans go along that path?

    It's my intention. It's a single file route into the enemy base, with a minecart that will splat you if you get caught by it. It's a risky way into the base; it's something new and different. I want to see if it works.

  • Thrik
    • November 26, 2007 at 1:21 PM
    • #5,107

    Looks cool and I like the idea, although on my monitor it looks pretty dark. I've noticed that TF2 tends to avoid truly dark areas even in areas that would probably be pretty dark in reality, and keeps everything vibrant.

    I'd suggest just putting some more torches and stuff in there or otherwise look at the lighting inside the Dustbowl tunnels which I recall being a lot brighter.

  • Fяэ&a
    • November 26, 2007 at 1:25 PM
    • #5,108

    ok, thats something else

    maybe it will be fun to play it

  • e-freak
    • November 26, 2007 at 4:19 PM
    • #5,109

    sounds cool - but you should then think of the possibilty to jump on the carts, which would sound even cooler imho

  • Jenn0_Bing
    • November 26, 2007 at 5:30 PM
    • #5,110

    The carts could become frustrating, have to see how they work in testing. If you included points where you can dodge them it would make it better. You want the player to feel it was his fault he got run over, not that you're an evil mapper .

  • Thrik
    • November 26, 2007 at 5:56 PM
    • #5,111

    Yeah, definitely. The reason the trains work in Well is because they're actually really easy to spot and avoid, but when you're caught up in a frantic battle you somehow don't notice the bells and feel like a real fool when one flattens you.

    If you take away that element of control it's more about random chance than alertness, which isn't fun. Ever.

  • Warby
    • November 26, 2007 at 9:59 PM
    • #5,112

    w00r my first unreal engine 3 test map shot

    if only i knew how to get this to cook and run in game :/ that was all way easier and better in unreal engine 2

    [Blocked Image: http://warby.bitproll.de/wip/unreal_engine_3_test_map_01.jpg]

  • Zacker
    • November 26, 2007 at 10:08 PM
    • #5,113

    Looks promising! The sun/hdr looks very wierd, but I like the shading of the lighting. First the lighting seemed an a little exaggerated, but after a closer look it fits pretty ok:)

  • Mazy
    • November 26, 2007 at 10:16 PM
    • #5,114

    Too orange and pink, needs more green, blue and red!

    /me dies

  • Sa74n
    • November 27, 2007 at 12:40 AM
    • #5,115

    nice one warby!

  • Zeta
    • November 27, 2007 at 1:40 AM
    • #5,116

    i love it.

  • Minos
    • November 27, 2007 at 2:22 AM
    • #5,117

    Looks promising warby!

    I don't really dig the sun, it looks too yellow'ish and doesn't match the environment lighting. You should also fix those invalid faces errors (unless the area you took the screenshot from won't be visible ingame):

    http://www.uploadhouse.com/fileuploads/ ... dac5c1.jpg

    I also did some colour correction... hope you like it!

  • Warby
    • November 27, 2007 at 1:26 PM
    • #5,118

    i was aware of the holes when posting the picture ^runsinshame^

  • General Vivi
    • November 28, 2007 at 9:46 AM
    • #5,119

    My portal map is about 70% finished and I'm currently working on the Last area. Here is a sneak peak for you guys (first time I've really shown anything I've worked on in my spare time in a long time!)

    [Blocked Image: http://img510.imageshack.us/img510/5379/test0038jy2.jpg]

    [Blocked Image: http://img530.imageshack.us/img530/8895/test0040dp9.jpg]

    p.s looks cool warby!

  • Furyo
    • November 28, 2007 at 10:06 AM
    • #5,120

    Nice custom assets Vivi, good to see some maps go out of the stock theme

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