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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psy
    • November 11, 2009 at 3:09 PM
    • #7,441

    Fantastic work, Rob.

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  • insta
    • November 11, 2009 at 3:51 PM
    • #7,442

    That map is looking supernice Psy! And very cool timelapse too

  • FrieChamp
    • November 11, 2009 at 5:44 PM
    • #7,443

    Considering how much time you put into "Dear Esther", you probably have a good idea where you are going with this by now. Do you work on it for your portfolio, for fun, something else?

  • robert.briscoe
    • November 11, 2009 at 7:05 PM
    • #7,444

    Just something I need to get out of my system really. I always wanted to make a mod/game entirely solo, firstly to prove to myself I dont need some art director or producer picking over every detail to be able to make good visuals, and secondly to create something unique and emmersive that will (hopefully) be remembered for a long time to come!

  • AlexM
    • November 11, 2009 at 9:14 PM
    • #7,445

    I didnt realize you were doing that mod entirely all by yourself. Truly inspirational, awesome work.

  • Skjalg
    • November 12, 2009 at 9:12 AM
    • #7,446

    Did you make the "first" version of the mod as well? I remember playing it some time back, but afaicr that was made by someone else?

  • robert.briscoe
    • November 12, 2009 at 11:31 AM
    • #7,447

    The first version was made by Dan Pinchbeck (http://%7boption%7d), a teacher of experimental game design at Portsmouth uni, and a couple of his students as an experiement. The first version was pretty rough to put it mildly, but I though it had great potential and asked if I could take the design and develop it into something which was deserving of this.

    Basically I started from scratch, and apart from the audio, am rebuilding everything from the ground up.

  • Skjalg
    • November 12, 2009 at 1:05 PM
    • #7,448

    Ah okay, I'm definatly looking forward to testing the game again with better visuals and more polish =)

  • AlexM
    • November 13, 2009 at 11:03 PM
    • #7,449

    finished up the little XNA akuma game. Was a fun project, looking forward to doing something with original artwork.

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  • thefight
    • November 18, 2009 at 1:29 AM
    • #7,450

    Hey Im new here and I was lookin for some feedback on my map (house).

    This is my first real attempt at creating a realistic level, before Ive just done GG and DM levels.

    Any criticism is welcome, obviously

    Ive been workin on my map some, .. and if u cant guess its militia themed

    http://%7boption%7d

    [Blocked Image: http://s3-llnw-screenshots.wegame.com/9-187474037519…375197360_l.jpg]

    [Blocked Image: http://s3-llnw-screenshots.wegame.com/9-221102581026…810267284_l.jpg]

    [Blocked Image: http://s3-llnw-screenshots.wegame.com/9-360082983333…833337036_l.jpg]

    [Blocked Image: http://s3-llnw-screenshots.wegame.com/10-94421880872…087286921_l.jpg]

    [Blocked Image: http://s3-llnw-screenshots.wegame.com/9-851775934079…340791177_l.jpg]

  • JeanPaul
    • November 18, 2009 at 1:37 AM
    • #7,451

    The exterior is solid, but the interior needs some work.

  • Chrono
    • November 19, 2009 at 3:51 AM
    • #7,452

    Almost 3 weeks of constant layout revision via sketches allowed me to produce capture point B of my ABC TF2 map in hammer.

    [Blocked Image: http://farm3.static.flickr.com/2586/4116688744_5367afc422_o.png]

    [Blocked Image: http://farm3.static.flickr.com/2536/4116688796_5b84c3c7c6_o.png]

    [Blocked Image: http://farm3.static.flickr.com/2762/4115918877_03697ab626_o.png]

    And an early sketch of the area:

    [Blocked Image: http://i46.tinypic.com/bi6oo7.jpg]

  • 2d-chris
    • November 19, 2009 at 4:57 PM
    • #7,453

    hmm sketches

  • Rick_D
    • November 19, 2009 at 5:25 PM
    • #7,454

    asshole mode: that took 3 weeks?

  • Psy
    • November 19, 2009 at 7:02 PM
    • #7,455

    I don't like those giant circular towers as they seem to ruin the flow in the area.

  • Skjalg
    • November 19, 2009 at 10:10 PM
    • #7,456

    I'm with Rick on this one, you need to spend some time picturing your level in your head before you lay it out in brushes like that or else you'll go over it and over it and over it again and suddenly three weeks have gone by and you havent even started texturing it.

  • S.W.A.T.Y
    • November 20, 2009 at 12:29 AM
    • #7,457
    Quote from Rick_D

    asshole mode: that took 3 weeks?

    lool, sorry had to laugh to that, made me lool so hard.

    I agree with Skjalg on that one, he made a good point.

  • Chrono
    • November 20, 2009 at 1:11 AM
    • #7,458

    It took about 3 weeks to create and revise a complete map sketch. I whipped that in hammer in about 2 hours.

  • Rick_D
    • November 20, 2009 at 11:52 AM
    • #7,459

    yeah I was being a dick, ignore me.

    I find that spending a short amount of time gatehring referneces, and drawing a top down layout, possibly with some perspective sketches, and then moving straight on to building in 3d help get better results. You find that once you begin building in 3d the ideas you think worked suddenly don;t work, or that the spaces you envisioned don't work well in actual 3d.

    As for your layout, it's hard to comment without knowing fully the flow into the area, but it looks you are going to have a hell of alot of areas to cover for the attackers. 2 routes down below could be stripped down to 1, the middle opening could be a window with minimal options for firing out of (like the end of badwater I think - the pl_ map). The entrance on the far right (in the third pic) seems to be a very easy route into an area that gives a lot of power. It all depends on what you turn those cylinders into, If they were raised platforms that could be protected from bombardment from the other openings then perhaps it would work well.

    Of course it's all guesswork, needs to be played! Perhaps tf2maps.net (or whatever that site is) can provide some volunteers for testing?

    Images

    • mailbox2.webp
      • 32.36 kB
      • 1,184 × 541
  • Chrono
    • November 20, 2009 at 2:23 PM
    • #7,460

    Unfortunately, after a recent blog post by valve, our servers have been held hostage by the general public, and the contest rotation.

    And about the far right path, I wanted it to be a quick path to the point but provide no higher ground for the attackers up in the middle building. Those mystery cylinders are intended to be trees.

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