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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • DvS
    • August 6, 2008 at 7:38 PM
    • #6,061

    The only thing that really jumps out at me is the tiled water outside... increase the scale or make your own water

  • Psy
    • August 6, 2008 at 9:12 PM
    • #6,062

    A scale of 1 might do the trick.

  • Jetsetlemming
    • August 6, 2008 at 10:00 PM
    • #6,063
    Quote from DvS

    The only thing that really jumps out at me is the tiled water outside... increase the scale or make your own water

    This is what I was gonna comment on. Make your in-play area water extend out farther, and scale the size of the skybox water texture.

  • skdr
    • August 7, 2008 at 2:16 PM
    • #6,064

    You might want to scale that water texture in the playable area too.

  • aaron_da_killa
    • August 10, 2008 at 2:30 AM
    • #6,065

    A singleplayer map I am working on for Half-life 2.

    [Blocked Image: http://img167.imageshack.us/img167/3041/01forest050016qg1.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/9863/01forest050017nc8.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/8153/01forest050023ad7.th.jpg] [Blocked Image: http://img127.imageshack.us/img127/7208/01forest050019el9.th.jpg] [Blocked Image: http://img258.imageshack.us/img258/576/prototype0037du6.th.jpg]

    [Blocked Image: http://img209.imageshack.us/img209/5572/01forest050020ob6.th.jpg] [Blocked Image: http://img209.imageshack.us/img209/9452/01forest050021qm0.th.jpg] [Blocked Image: http://img379.imageshack.us/img379/2334/01forest050022hv0.th.jpg]

    The map is set in an abandon oil refinery/warehouse type environment. I was originally going to make this map take place at the base of a volcano, but I don't know how you would do that at night .

    Much of the inspiration for this map comes from Gears of War (particularly the third act - Downpour) and the Ravenholm chapter of Half-life 2.

    Any feedback would be greatly appreciated .

  • Freak
    • August 10, 2008 at 10:02 PM
    • #6,066

    first shot: the trees on the left are too bright and the metal thing with supporters on the right looks weird

    sixth shot: is the wood plank flying?; the lights are kinda overdone

    i really like the whole thing, and i´m looking forward to play it

  • Jenn0_Bing
    • August 10, 2008 at 11:22 PM
    • #6,067

    Just seen you've won first place in the ZP:S contest the0rthopaedicsurgeon, nice work. The map idea makes a nice change from the usual place people usually associate with zombie survival locations.

  • ⌐■_■
    • August 10, 2008 at 11:22 PM
    • #6,068

    really like the atmosphere your level breathes, Aaron! like freak said, there is room for small impovements, but youve got the overall feel - wich is most important imo. let us know when you finnished it!

  • aaron_da_killa
    • August 11, 2008 at 7:05 AM
    • #6,069

    Ah, thanks for the feedback guys as for that model, I need to fix that one, for some reason its fullbright. And I don't remember the light being thaaat bright, I'll get right onto it Freak. Not sure what the deal is with that wooden plank, I think is must have been airborne at the time of taking this screenshot .

  • Bluestrike
    • August 11, 2008 at 7:36 PM
    • #6,070

    One of my next maps

    [Blocked Image: http://bluestrike.steamfriends.com/maps/ins_karam_0s.jpg]

    [Blocked Image: http://bluestrike.steamfriends.com/maps/ins_karam_1s.jpg]

  • TermInator525
    • August 13, 2008 at 12:37 AM
    • #6,071

    http://bildupload.sro.at/p/264960.html

    http://bildupload.sro.at/p/264961.html

    http://bildupload.sro.at/p/264962.html

    http://bildupload.sro.at/p/264963.html

    warby i hope you like it if you or everyone else have crits, let me know.

  • hessi
    • August 13, 2008 at 6:33 AM
    • #6,072

    very nice job. only thing that bothers me is the intensity of the lamps in the last screenshot. there seems to be a strong sunlight already and then those small lamps totally overexpose it?

  • Deh0lise
    • August 13, 2008 at 8:26 AM
    • #6,073

    The speakers prop seems out of place, and the grass sprites will be cooler with a darker color imo. But overall it looks very good ^_-

  • Scinbed
    • August 14, 2008 at 10:46 PM
    • #6,074

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/f2ff5563.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v497/Slainchild/cbeaf81f.jpg]

    Video showing the double damage spawn effect:

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  • Tarky
    • August 15, 2008 at 7:14 AM
    • #6,075

    What game is that for?

    For some reason it really reminds me of Perfect Dark & Goldeneye

  • Nurb
    • August 15, 2008 at 7:17 AM
    • #6,076

    I like the "glow in the dark" lime green trim. It gives a memorable element to the map. Is it really illuminating or am I just fooled by the strong saturation? If it is illuminating, isn't there a node in the UE3 material editor which allows you to change an attribute debending on how much light hits it? Then you could make it matte-yellow in the sun and glow in the dark in... the dark! o_O That would be awesome! Not sure there is such a node though, but there is one for everything else, so why not!

  • Freak
    • August 15, 2008 at 7:43 AM
    • #6,077

    that looks like another great map of slainchild

  • Scinbed
    • August 15, 2008 at 9:21 AM
    • #6,078
    Quote from Tarky

    What game is that for?For some reason it really reminds me of Perfect Dark & Goldeneye

    UT3.

    Not sure what you mean Nurb, but yeah they do glow a bit.

  • Sindwiller
    • August 15, 2008 at 2:55 PM
    • #6,079

    That looks totally like a Warsow level.

    Awesome

  • PogoP
    • August 15, 2008 at 3:02 PM
    • #6,080

    I thought that was Source when I saw it!

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