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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ⌐■_■
    • January 4, 2008 at 2:23 AM
    • #5,281

    yeah HP, thats a good idea. ill add some small foiliage on the border of the road and look what ill can do to make some broken branches (i hope i can do this with an overlay or something since im not a expert with modelling). meanwhile, here's my progress so far.

    [Blocked Image: http://img147.imageshack.us/img147/9500/image1lq9.png]

  • KoKo5oVaR
    • January 4, 2008 at 2:49 AM
    • #5,282

    Looks nice kt, but you are forgetting an important thing to enriching your composition : the foreground

    Some really near foliages at a high resolution coming from the bottom left would look uber cool i think ( in black or really dark, to keep the eye focused on the sign )

    edit: also watch out for that tree line, the repetition is visible

    [Blocked Image: http://kokosovar.free.fr/ktstuff.jpg]

  • JeanPaul
    • January 5, 2008 at 10:14 AM
    • #5,283

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1017/101755130d818d340de418f492cfadda643a503.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1017/101755282bf6a48c8a5bb16c90cabec6f704a46.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1017/1017553db382f67d02015d279dd942459dca8e8.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1017/101755491e31a2a7c51d3860f14263a16b001a0.jpg]

    Early concept idea, optimization is figured out, and so is gameplay. It will have 5 capture points with a push type gameplay style with alternate paths (suspended tracks on the outside part (Think well)

  • Seldoon182
    • January 5, 2008 at 10:56 AM
    • #5,284

    Remind me your old Dods maps' project...

  • Deh0lise
    • January 5, 2008 at 2:00 PM
    • #5,285

    Killertomato, add some fog there, It will improve the scene a LOT.

  • ⌐■_■
    • January 5, 2008 at 6:15 PM
    • #5,286

    yeah thanks, im in the process of adding groundfog on the road and fog between the trees on the rocks.

  • JeanPaul
    • January 5, 2008 at 8:18 PM
    • #5,287
    Quote from Seldoon182

    Remind me your old Dods maps' project...

    It IS my DoD project, I just decided to redo it for TF2 because I could fit it into the theme easily.

  • Nexus
    • January 5, 2008 at 8:23 PM
    • #5,288

    hi to all.. this is what I do now.. working on small hl2 singleplayer mission exlusively made by me. You must escape from a mineshaft.. and it will be hard, cause i'll make special surprises for you you did not expected.

    let me show you

    [Blocked Image: http://img223.imageshack.us/img223/2848/nexusmission10002yt5.jpg]

    this is where you will start.. inside an elevator.. but you will need to git out of there..

    you know it will start normally.. you know what i'm saying like a modern day.

    but.. suddenly some shit will happen..

  • JeanPaul
    • January 5, 2008 at 8:31 PM
    • #5,289

    Visually, its very boring. Is it EP2?

    Add more beams the show where the elevator slides on. More wires, and more interesting details. Oh and PIPES PIPES PIPES. (and please fix that ugly texturing on those close up beams)

  • ⌐■_■
    • January 5, 2008 at 10:10 PM
    • #5,290

    cant wait nexus

  • m1cHi
    • January 7, 2008 at 1:02 AM
    • #5,291

    JeanPaul: I like the first 2 pictures. Looking very interesting

    I hope you have some larger areas inside the buildings. The rails are too small for fights with large teams.

  • JeanPaul
    • January 7, 2008 at 5:00 AM
    • #5,292

    Yes definitely, the main drag down the center of the bridge will have all sorts of half enterable areas and rooms (think of the industrial section of dustbowl)

    Oh and...

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1030/10300237a7427a2a26f97e17030f08f2ca9b749.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1030/103002521cc962337573dcfb6b52e420b7196b2.jpg]

    [Blocked Image: http://www.uploadhouse.com/fileuploads/1030/1030026519f02a1a3bbcd5f8ba454582fc9fc40.jpg]

    And does anyone know how to get rid of the stupid weapon model in TF2? (impulse 200 doesnt work)

  • Zeta
    • January 7, 2008 at 9:28 AM
    • #5,293

    r_draw_viewmodel 0

  • Meotwister
    • January 7, 2008 at 11:54 AM
    • #5,294

    i dont think the second underscore is needed.

    map is certainly looks to be shaping up nicely

  • m8nkey
    • January 9, 2008 at 9:54 PM
    • #5,295

    looks interesting JeanPaul. How do you intend to contain the map? With everything built up off the ground looks like it could be difficult restricting visability or concealing the edges of the map.

  • dux
    • January 10, 2008 at 11:01 AM
    • #5,296

    The texture resolutions got fixed theN?

  • Nexus
    • January 10, 2008 at 2:25 PM
    • #5,297

    update

    [Blocked Image: http://img90.imageshack.us/img90/1338/mission10018ea6.th.jpg]

    I want to know your opinion about this map which one i started working on this week.

    tell me what parts i can improve and make better in this map

  • -HP-
    • January 10, 2008 at 3:01 PM
    • #5,298

    Why did you took the screenshot with that glow covering a bit part of the image?!

    i can't see much in this angle anyways, but I'd change those green lights to red instead.

  • BJA
    • January 10, 2008 at 5:13 PM
    • #5,299

    Little bit of an update, some new textures and a new layout. Could have added more foliage and grass but I guess I'll do that next time

    [Blocked Image: http://www.bja-design.de/different/q4_test01.jpg]

    [Blocked Image: http://www.bja-design.de/different/q4_test02.jpg]

  • Psyshokiller
    • January 10, 2008 at 5:57 PM
    • #5,300

    Good lighting. Keep it up!

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