WIP in WIP, post your level screenshots!
-
-
-
nah ut3 s dof is all wrong it looks like you lost your glassed cod 4 has good dof
http://images.bit-tech.net/content_imag ... /bdfon.jpg subtle in the far distance strong in the unimportant forground a little bit on the edges of the screen and everythign you directly look at is allways super crisp thats dof done right
the ut3 post filter only has a setting for the background/distance none for forground or the edges of the screen ! ... also peopel tend to over use the distance one alot as well ....it doesn't adjust itself automaticaly if you move your cross hair over somethign in the distance either...
i cant stand it
-
Yeah, that depth of field is waaaay too strong! Looks unrealistic.
-
yeah, you guys are right... I've spent enough time looking at the lower stuff that i wasn't focusing up there and didn't realize i left it THAT strong, heh...
I suppose I could always crank it up a bit more for a new breed of rats map

-
Still plugging away at my abstract Wild West single player thing. This is the Pit level where you have to rescue your love from being hanged in an abandoned quarry. Trying desperately to finish it in time to enter it into the IGF Student Compo.
EDIT: err, attachments don't work anymore?... hold on, imageshacking it...
[Blocked Image: http://img49.imageshack.us/img49/7018/hn4pit0003oq5.jpg]
-
i can see that looking pretty cool further down the road

-
Is that made with inhouse engine junkie

-
It looks like source. And I'm sure that when not viewed from a birds-eye perspective, but the actual player view, it looks 100% better. I remember the older screens you showed, they where amazing. Nice job man!
-
Another map I'm working on. Similar theme to the other map posted a couple shots back but totally different otherwise

[Blocked Image: http://team.firearms-source.com/Shinobi/oct20/ps_ghetto50600011.jpg]
[Blocked Image: http://team.firearms-source.com/Shinobi/oct05/ps_ghetto50510021.jpg]
[Blocked Image: http://team.firearms-source.com/Shinobi/aug18/ps_ghetto50410017.jpg]
-
lol looks like stalker on the first view
-
[Blocked Image: http://www.cubeupload.com/files/cd0550media1.jpg]
[Blocked Image: http://www.cubeupload.com/files/488fb4media3.jpg]
I've been working on this arena map over the past few days and hope to have an Alpha out sometime in the next couple of weeks.

It's set on a small island which is a little unusual for a TF2 map but I kinda like how it's turned out so far. Just imagine being able to see the ocean for miles and you'll see what I'm going for.

-
I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

-
Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes.
[Blocked Image: http://img161.imageshack.us/img161/9154/ropeway0011yj1.jpg]
[Blocked Image: http://img135.imageshack.us/img135/2102/ropeway0012ya6.jpg]
[Blocked Image: http://img135.imageshack.us/img135/294/ropeway0013fd9.jpg]
[Blocked Image: http://img520.imageshack.us/img520/4686/ropeway0014mq3.jpg]
-
Quote from Minotauro
I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

True! I just threw in a light_env using settings from Valve's wiki.

-
I like this gloomy atmosphere you have rendered in that house!
Do you use a light for the lighting?
I think you should have a spot_light, it make a better lighting coming from a lamp than a simply light. And use the falloff distance settings, that's great for this kind of ambiance.
Also, add a glow sprite to the lamp
. -
Quote from Minotauro
I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old...

Ohhhhh and what do you know about TF2

But seriously, many times when we try different settings the players complain that TF2 is supposed to have a "clean" look to easily distinguish between classes, spot enemies from afar bla, bla,bla.
Also, many people stick to the standard skyboxes because it takes a little more skill to produce a cartoony sky texture than to take a few background pictures and make a composite in PS, so we usually stick to the standard light settings so they match with the sky color and background lightning.
But I agree with you

-
Three different maps, though somewhat related - Depends really. Most white in last two shots are placeholders.
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/random02.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm01.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm02.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm03.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/qdm04.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/techbase_01.jpg]
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/techbase_02.jpg]
-
oh shit thats really cool
looks like everything is custom? -
Quote from the0rthopaedicsurgeon
Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes.[Blocked Image: http://img135.imageshack.us/img135/294/ropeway0013fd9.jpg]
[Blocked Image: http://img135.imageshack.us/img135/2102/ropeway0012ya6.jpg]
I love the way you detailed the interiors. It's great to see such a non-repetitive floor.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!