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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skjalg
    • March 4, 2009 at 6:31 PM
    • #6,781

    would be fun to see this in some engine, crysis perhaps?

  • Warby
    • March 4, 2009 at 6:40 PM
    • #6,782
    Quote from SpicyTanuki

    My employer recently hasnt paid me so...

    stop going to work immediately !

    i did one of those things once i told my self i am just gonan stick aroudn until i get the money back they owe me you know to keep an eye on things but the pile of money they owed me just kept growing and growing and growing.

    cut your loses and get out of there NOW every second you waste there is not going into your portfolio !!!!!!

  • AlexM
    • March 4, 2009 at 8:26 PM
    • #6,783
    Quote from Skjalg

    would be fun to see this in some engine, crysis perhaps?

    Once it's done I'll start taking a look at crysis. I would love to see it realtime

    Quote from Warby

    stop going to work immediately !

    i did one of those things once i told my self i am just gonan stick aroudn until i get the money back they owe me you know to keep an eye on things but the pile of money they owed me just kept growing and growing and growing.

    cut your loses and get out of there NOW every second you waste there is not going into your portfolio !!!!!!

    Thanks very much for the advice, that's my plan now.

  • AlexM
    • March 5, 2009 at 1:14 AM
    • #6,784

    .

    anyways, I know it's not much of an update but here's what I've done yesterday.

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/014.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/015.jpg]

    [Blocked Image: http://mahwebspace.levelism.com/miyashima/016.jpg]

    edit: I havent forgotten about that wireframe, I'll have that up this weekend at the latest

  • Jetsetlemming
    • March 5, 2009 at 8:21 PM
    • #6,785

    I had a great idea for a TF2 pl map, but in my computer's current FUBAR sate, I can't work in Hammer. I tried to sculp out the basic design in UnrealEd, to show it to a friend and dick around with it.

    [attachment=2]ramp1.JPG[/attachment]

    [attachment=1]ramp3.JPG[/attachment]

    [attachment=0]ramp4.JPG[/attachment]

    Yeah, this isn't working out.

    I miss displacements.

  • Sentura
    • March 5, 2009 at 9:44 PM
    • #6,786

    what's wrong with just drawing the layout?

  • Jetsetlemming
    • March 5, 2009 at 10:37 PM
    • #6,787

    Because the idea's very.... er, 3d?

    The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge.

    All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity

  • Jetsetlemming
    • March 6, 2009 at 3:41 AM
    • #6,788

    [Blocked Image: http://i41.tinypic.com/qz5dw9.png]

    [Blocked Image: http://i44.tinypic.com/10msy7k.png]

    [Blocked Image: http://i43.tinypic.com/16ktdo4.png]

    [Blocked Image: http://i41.tinypic.com/2i6m1z4.png]

    [Blocked Image: http://i39.tinypic.com/2009r8y.png]

    WIP

  • Sentura
    • March 6, 2009 at 6:28 AM
    • #6,789
    Quote from Jetsetlemming

    Because the idea's very.... er, 3d? The basic idea is that Blu starts on a cliff. On one side is a sheer drop and on the opposite side of the drop is the Red fortress. On the other side of the Blu base is a hill that gently slopes downward in a circle that loops back towards Red as it goes down. At its lowest point it reverse direction and starts climbing again, steeper and much thinner, until it loops over itself and cross via a bridge about ten feet above the earlier section. This bridge leads to a large bridge crossing the drop and leading towards Red's base. The bomb tracks follow this path, ending at the Red front gates, which is the goal. There's a road leading straight from the Blu spawn to the start of the big bridge, and in the middle of it is the Red forward spawn. The entrance and exit to this tunnel are blocked at first. The Red forward spawn has an exit to the sloped path. Along the wider part of the sloped path, both in front of the Red forward spawn and the opposite side, has a series of rooms with windows out to the main path, and they have a second floor with balcony. The opposite side second floor balcony comes up level with the Blu spawn, and soldiers, demos, and scouts can jump to the one above Red forward spawn to move around and ambush campers. Once the bomb reaches in front of the Red forward spawn, they move back to spawning in a forward room about twenty feet to the side of their front gates (so they aren't spawning right on top the bomb endgame). A thin tunnel is unlocked that leads from the Red forward spawn, under the hill, and ends up the crossing supports under the bridge to Red, as well as the tunnel that leads from Blu base past the Red forward spawn to the bridge.

    All that underground, overlapping detail is pretty hard to trace out on paper, and I really want to do something in a 3d engine anyway because I'm desperately bored and have no other outlet to my creativity

    you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this.

  • VoodooBenshee
    • March 6, 2009 at 4:57 PM
    • #6,790

    3D is yesterday

    scene from the editor

    [Blocked Image: http://www.voodoobenshee.de/wip/knytt_wip.JPG]

  • Jetsetlemming
    • March 6, 2009 at 5:01 PM
    • #6,791
    Quote from Sentura

    you know, you can still draw a layout even if it's 3d on paper. look up topographic maps. in all those shots you've shown me, it literally tells me nothing of your idea, so i think you should try otherwise. a layout is part of understanding the map, and i don't understand where you're going with this.

    I've pretty clearly abandoned the original idea and am now just dicking around semi-randomly in an editor. It's great fun. I mean, duh, right? Since when does TF2 have military bots and MJ12!?

    Quote from VoodooBenshee

    3D is yesterday scene from the editor

    Hell yes Knytt Stories.

  • Pampers
    • March 6, 2009 at 5:20 PM
    • #6,792

    [Blocked Image: http://img140.imageshack.us/img140/2182/36998127.jpg]

    fun little project im doing with two other dudes

  • Quakis
    • March 6, 2009 at 7:08 PM
    • #6,793

    Just messing with Hammer, though I wonder, how does one tone down the HDR/Blooming to stop it glowing so much?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/citymaptest0002.jpg]

  • dux
    • March 6, 2009 at 7:28 PM
    • #6,794

    the tonemap entity. I forget it's exact name. Env_tonemap, info_tonemap something like that.

  • AlexM
    • March 6, 2009 at 7:54 PM
    • #6,795
    Quote from Pampers

    [Blocked Image: http://img140.imageshack.us/img140/2182/36998127.jpg]fun little project im doing with two other dudes

    haha sweet

  • dux
    • March 6, 2009 at 8:02 PM
    • #6,796

    Is that in-house?

  • Pampers
    • March 6, 2009 at 8:22 PM
    • #6,797

    ya

  • Skjalg
    • March 6, 2009 at 8:50 PM
    • #6,798

    awesome to see some 2d action

  • Quakis
    • March 6, 2009 at 8:53 PM
    • #6,799
    Quote from dux

    the tonemap entity. I forget it's exact name. Env_tonemap, info_tonemap something like that.

    Thanks.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/citymaptest0003.jpg]

  • dux
    • March 6, 2009 at 10:37 PM
    • #6,800

    If you didn't know already, you can add in custom values in the input tab to alter the glare and bloom of the hdr.

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