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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Minos
    • March 26, 2008 at 7:29 PM
    • #5,521

    Update on my INS map. It's much more optimized now that I added proper hint brushes

    [Blocked Image: http://ftp.insmod.net/users/minotaur0/screenshots/ins_abdallah_beta2_01.jpg]

    [Blocked Image: http://ftp.insmod.net/users/minotaur0/screenshots/ins_abdallah_beta2_02.jpg]

  • dux
    • March 26, 2008 at 7:36 PM
    • #5,522
    Quote from Zete

    I'm getting gears this week dux, what's the editor like? Is that shot just all premade meshes?

    Crashes a lot and is very memory hungry. 3gb at least for smooth operation. And yeah its meshes over a few brushes.

  • DELTATHUND3R
    • March 26, 2008 at 8:36 PM
    • #5,523

    Awsome work guys.Im amazed at the details:).

    Some really good looking maps here .

  • PaulH
    • March 26, 2008 at 8:43 PM
    • #5,524

    Looking really good Minotauro, i like the lighting

  • -HP-
    • March 27, 2008 at 12:05 AM
    • #5,525

    Amazing Minos, I sense alot of professionalism in those shots!

    And dux, what the hell man? Where did all the colors go?!

    Other than that, awesome work, glad to see you're getting acquainted with the editor, can't wait to test a fully playable map made by you!

    will that one be playable? or It's just a playground level?

  • Meotwister
    • March 27, 2008 at 1:19 AM
    • #5,526

    Mino, those awning things are exactly what I need!

    looks like a great INS addition with the exception of a few lighting peculiarities that are just source's fault.

  • Minos
    • March 27, 2008 at 2:41 AM
    • #5,527

    Thanks guys

    Quote from Meotwister

    Mino, those awning things are exactly what I need! looks like a great INS addition with the exception of a few lighting peculiarities that are just source's fault.

    What peculiarities? I haven't really worked on the lightmaps yet, except for a few areas. Maybe you are talking about the tree? Yeah I hate that too, it looks like it's floating in the air but it looks ok when are you moving around ingame.

  • Pampers
    • March 27, 2008 at 1:43 PM
    • #5,528

    i think your ambient light setting is a tad bit too blue, other than that it looks really nice

  • m8nkey
    • March 29, 2008 at 2:48 AM
    • #5,529

    Looks awesome Mino, love the burning cars. A very nice touch.

  • Zeta
    • March 29, 2008 at 3:55 PM
    • #5,530

    Dux know any decent UED tuts? I can't even find the editor.exe file at the moment.

  • dux
    • March 29, 2008 at 4:09 PM
    • #5,531

    Get the ut3 collectors edition, it's got over 50 high res video tutorials.

  • PaulH
    • March 29, 2008 at 4:59 PM
    • #5,532

    Also refer to http://www.hourences.com/book/tutorialsindex.htm for UT3 tutorials

  • yubnub
    • March 29, 2008 at 5:07 PM
    • #5,533

    Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome

    [Blocked Image: http://img.photobucket.com/albums/v31/blushing/ScreenShot00005.jpg]

  • GregBoffins
    • March 29, 2008 at 5:42 PM
    • #5,534

    [Blocked Image: http://d1056131.domain.com/shots/etqw/shot00007.jpg]

    Some work on the final objective area for an ETQW map.

    PhilipK's textures of course =)

  • Quakis
    • March 29, 2008 at 5:57 PM
    • #5,535
    Quote from yubnub

    Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome[Blocked Image: http://img.photobucket.com/albums/v31/blushing/ScreenShot00005.jpg]

    Are those grey-ish looking textures everywhere just a temporary placement? If not, then I would suggest changing them to something with a little bit more detail. Try to get a bit more colour into the scene that fit together nicely. Don't put too much brown/grey in there though, as that tends to get overused a lot.

  • yubnub
    • March 29, 2008 at 7:29 PM
    • #5,536
    Quote from Quakis

    Are those grey-ish looking textures everywhere just a temporary placement? If not, then I would suggest changing them to something with a little bit more detail. Try to get a bit more colour into the scene that fit together nicely. Don't put too much brown/grey in there though, as that tends to get overused a lot.

    thanks for the comment. There is detail on the grey textures (apart from on the columns) but the screenshot does not really pick this out so perhaps i need to beef it up some. Hopefully when its lit better it will be less mononchrome then at the moment

  • Sindwiller
    • March 29, 2008 at 7:49 PM
    • #5,537

    Zombie: The lighting could receive a tad more contrast, looking nice nonetheless

  • DELTATHUND3R
    • March 29, 2008 at 10:13 PM
    • #5,538

    Looks good atm.One thing is the Pillars are they staying that texture or are you changing.Too me it seems alittle too clean compared too the rest of what you have showed us.Maybe crack those puppies up abit .

  • Nurb
    • March 31, 2008 at 6:30 AM
    • #5,539
    Quote from yubnub

    Ive been told this is a good place to get feedback so I thought I would post a screen shot of an UT3 map I'm working on. Ive not really thought too much about lighting at the moment so any suggestions would be welcome*picture*

    Inspired by the roman atrium? I like it (nut for architecture history >_<)

  • Sindwiller
    • March 31, 2008 at 3:20 PM
    • #5,540
    Quote from Nurb

    Inspired by the roman atrium? I like it (nut for architecture history >_<)

    With an impluvium.

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