absolutely awesome (apart from the untexturized flak-canon ^^)
WIP in WIP, post your level screenshots!
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Looks awesome.. why haven't you textured the cannon though?

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nice! how did you make that screenshot?
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Thanks for the comments, guys. Much appreciated.
Quote from ErraticWow, looks great. Awesome setting. Snow looks a little untouched though, no tracks or dirt :monocle:
Thanks. In response to the lack of tracks, the area hasn't been used for many months and I still have to add some snow in some places cause it's a little odd that everything else is blanketed in snow whilst somethings have no snow at all.
Quote from KungFuSquirrelPsycho, that third shot is the real deal. Good stuff all around, but that one totally won me over.I think something missing for the zombie-infested area is some red-splattered snow and a little more chaos. You've got bits of it here and there but I think in particular red on the white snow would give you a really cool look and help break up the natural grey that comes with a snowy concrete level.
MANY THANKS! I still need to add some detail to the ground and the level does look a little grey , so I decided to have a little play around in Photoshop with the Saturation...
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Hopefully I'll be able to achieve the same effect in-game using Color Correction.

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those saturation changes makes it look more warmer, dunno if its that you want to achieve in a snowy place

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Quote from n8braker
nice! how did you make that screenshot?
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Quote from n8braker
nice! how did you make that screenshot?
i made 40 screenshots ingame without the hur (sv_cheats 1; r_drawviewhud 0 (or something like that). after this step is used a very small but good program called autostitch.
http://www.cs.ubc.ca/%7Embrown/autostit ... titch.html
Quote from e-freakabsolutely awesome (apart from the untexturized flak-canon ^^)
cause the uv of the falk is horrible (not made by me) i need to uvwarp the whole thing again...
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thanks!
*trying it out*
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Early days, lots of back and forth with displacements cause they're a bit foreign to me
Height based CP map, this area is round 1 with only 1 CP to cap (up the top) -
looks cool - i wonder how you install the next CPs (as you said it's heigthbased I assume they would be ontop or something?)
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Looking good tofu
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Cheers guys!
Quote from e-freaklooks cool - i wonder how you install the next CPs (as you said it's heigthbased I assume they would be ontop or something?)
There's only one CP in this area, up top. Round 2 will have 2 and round 3 will have 3. I thought of making the last round similar to Gravel Pit but I think I'll stick with straight CP
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where did you get that blue texture? did u make it?
and what game is that? it looks like something for half life 2 dm.
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Um Nexus, that is just the standard grey dev texture for HL2.
The lighting is making it look blue.
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Looks like a fun kids bouncy castle.


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disps look too square to be natural.
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subdivision and noise fuck yeah!
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Just some Idea I thought would be cool, a major cave, since one of the best parts of ctf_aerospace was the cave on the early alphas.
The rock material needs a lot more work, and these quick render lights hurt the eyes, but hey, this is what this thread is all about right?
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Anyway, here's the last update on this side project. I'll only come back to it after I'm done with ctf_aerospace or I may not complete any of them.
The idea is that the Blue team has a base on the mountains and is constructing a giant laser to melt the ice on the top of the mountains and flood the red team's base.
In response, the red team manufactures a tree-sawing tank and storm into the mountain to destroy the blue team's giant laser!
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Level design-wise, the great challenge I'm going to have is that I have rotated the cave area by 45º to add a nice variation of shapes to the base. The inner base itself will be aligned to the hammer grid, but the cave and ouside areas will be rotated.
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