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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • curman
    • December 30, 2007 at 10:52 PM
    • #5,261

    The concept is rather original as opposed to the artsy-drawing-photoshop backgrounds. I personally though would suggest the billboard be a model.

  • Freak
    • December 30, 2007 at 10:52 PM
    • #5,262

    i like what you did tomato =) keep up the good work

  • ⌐■_■
    • December 30, 2007 at 11:02 PM
    • #5,263

    @ Thrik:

    yeah, its normally placed there, but i agree with you. ill look for possibilities to change the coordinates somehow. also: i run at 1280 x 1024. widescreen is not supported by my monitor

    @ Curman:

    Thanks, i might make it a model since the geometry is pretty easy. i also might add detail to the brushes but since its so ''up your nose'' in the main menu i agree it could suffer a little bit more detail.

    @ freak:

    thanks i will.

  • Quakis
    • December 31, 2007 at 2:00 AM
    • #5,264

    The billboard should be a more central piece of the scene, but ofcourse with an offset to the right of the screen away from the menus. It could work at a flat frontal angle. However it would also look a lot better at more of an angle, while the billboard content would be clear to the player. In the distance would then need a more interesting scenery, and possible some contrast. The scene is set at night, so a bright contrasting moon in the sky, top left would look nice - then tree lines and cliffs underneath that. Get rid of that one tree at the back that "stands above" the others. I'm thinking something along the lines of this;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/menu.jpg]

  • ⌐■_■
    • December 31, 2007 at 2:05 AM
    • #5,265

    cool, im definitly going to try this out .

  • Method
    • December 31, 2007 at 10:16 AM
    • #5,266

    Haven't posted in a while. I've been working more on MP gameplay ideas than textures, but my late texture thing for Doom 3/Quake 4 was moss (abandoned look). So here are several shots from my MP level:

    [Blocked Image: http://www.methodonline.com/temp/moss1.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss2.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss3.jpg]

    [Blocked Image: http://www.methodonline.com/temp/moss4.jpg]

    Here's what it was before.

    http://www.methodonline.com/temp/yan_test.htm

    Would like to hear if you guys like clean (heh, well sorta clean) or abandoned/mossy look.

    -Method

  • static07
    • December 31, 2007 at 10:58 AM
    • #5,267

    Mossy looks more inviting, go with it.

  • Psyshokiller
    • December 31, 2007 at 12:20 PM
    • #5,268

    That moss definately ehances the look and adds to the atmosphere. The original screens lacked something and it seems like you found a good way to fix this issue.

  • D3ads
    • December 31, 2007 at 3:31 PM
    • #5,269

    Moss FTW! Looks awesome

  • Sindwiller
    • December 31, 2007 at 3:36 PM
    • #5,270

    Fucking ACE! Add a few more details here and there, so it looks a bit more alive, and it will rock

  • KungFuSquirrel
    • December 31, 2007 at 4:03 PM
    • #5,271

    Hey Method, the moss is a huge improvement over what I saw last when you still had the red vine-looking leaves. Between the darker moss texture, the moss overlays on the regular textures, and details like the drooping moss through the middle of that area (best visible in the second shot) you've grounded it into a really cohesive overgrown-looking scene.

  • Method
    • December 31, 2007 at 11:04 PM
    • #5,272

    Thanks for the feedback guys. I realized that it's very hard to look at those shots with bright MapCore background, so take a look at the shots with solid black background:

    http://www.methodonline.com/temp/moss.htm

    At first I created 3 decals, but decided to simply create different diffuse maps (moss variation) for majority of the textures, which created a more solid look and better performance.

    -Method

  • Quakis
    • January 1, 2008 at 12:51 AM
    • #5,273

    The screenshots that have the moss included really remind me of STALKER, than it does without. That's rather a good thing though since I'm rather fond of the level design in STALKER at the moment.

  • Method
    • January 1, 2008 at 2:00 AM
    • #5,274

    Quakis: Heh, funny you mention it. Spanish moss on the cables was inspired by the concept for Stalker's expansion Clear Sky:

    http://image.com.com/gamespot/images/20 ... een009.jpg

    http://static2.filefront.com/images/aausujvfwa.jpg

    -Method

  • Zacker
    • January 1, 2008 at 5:06 PM
    • #5,275

    That looks really fantastic Method!The first shot in particular has so much atmosphere!

  • ⌐■_■
    • January 2, 2008 at 1:14 AM
    • #5,276

    i hope this is an improvement:

    [Blocked Image: http://img174.imageshack.us/img174/6814/image1gf4.png]

    im probably going to chage the grass texture with something more dirty, like this:

    [Blocked Image: http://img134.imageshack.us/img134/3771/1153359815prhkhn2.jpg]

  • Freak
    • January 2, 2008 at 1:54 AM
    • #5,277

    cool, looks better now, will the board be labeled? if yes rotate it a little bit mor to the left

  • Quakis
    • January 2, 2008 at 2:31 AM
    • #5,278
    Quote from Freak

    cool, looks better now, will the board be labeled? if yes rotate it a little bit mor to the left

    Yeah, it needs more of a focused angle. Bring the left towards the camera a little more. It's deffinitely better though. The only other quirk I have is the overall lighting of the scene, lacks a bit of mood. I guess it needs a bit more light contrast, try adding in street lamps (not the upside down J ones) along to the left of the path, I think 3 would be plentiful - not sure, worth a try I guess or some tweaks on the overall lighting.

  • ⌐■_■
    • January 2, 2008 at 4:53 AM
    • #5,279

    yeah. thanks for the CC. ill look how i can enhance the lighting, it looks indeed a bit dull, and the board will be labeled so ill turn that back a few degrees.

  • -HP-
    • January 2, 2008 at 5:20 PM
    • #5,280

    KT, I'd put some threes and/or bushes on that higher terrain back there, and some sprites (like grass) on the ground under the signal, fallen leaves, etc. maybe even some broken branches (as geometry of course), it looks to plain, It's a menu scene, so don't be afraid to be a detail whore on this one!

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