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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • DysPatch
    • November 27, 2009 at 2:45 AM
    • #7,501
    Quote from Minotauro

    Looking cool so far. Could look better if you edited the brick textures to add snow between the bricks and do some color correction.

    Yeah, I was thinking about that, but since these are mostly HL2 textures, isn't it illegal to modify them and distribute them outside of the GCF? I guess I could try creating a snow overlay. That would allow me to use it on multiple textures actually, making it a better option. Any ideas on how to give it a really cold feeling besides using Color Correction? For some reason CC doesn't work with FA:S. I made the environment lighting blue to try to give it that feel without being too saturated. I am also contemplating adding some fire to that destroyed truck to add a red/orange lighting to contrast the blue.

    Here is an angle from the other side.

    http://danielmiede.com/scrapyard/ps_sno ... 110010.jpg

  • Corwin
    • November 27, 2009 at 7:12 AM
    • #7,502
    Quote from DysPatch

    [Blocked Image: http://danielmiede.com/scrapyard/ps_snowstorm_rc110011.jpg]Map I am working on for FA:S

    Looks good! Maybe it's the angle from where the shot is taken, but it looks like both barbwire fences are parallel, looking sort of copy-pasted.

  • DysPatch
    • November 27, 2009 at 11:20 AM
    • #7,503

    yeah, i see what your saying. It's mainly the angle I think, but I will rotate the barbed wire anyways.

  • Minos
    • November 27, 2009 at 11:53 AM
    • #7,504
    Quote from DysPatch

    Yeah, I was thinking about that, but since these are mostly HL2 textures, isn't it illegal to modify them and distribute them outside of the GCF? I guess I could try creating a snow overlay. That would allow me to use it on multiple textures actually, making it a better option. Any ideas on how to give it a really cold feeling besides using Color Correction? For some reason CC doesn't work with FA:S. I made the environment lighting blue to try to give it that feel without being too saturated. I am also contemplating adding some fire to that destroyed truck to add a red/orange lighting to contrast the blue.

    Here is an angle from the other side.

    http://danielmiede.com/scrapyard/ps_sno ... 110010.jpg

    I was actually talking about applying color correction to the textures so they look blueish/less saturated!

    More references: (damn, only old goldsrc maps come to mind)

    http://www.lanmaniax.com/maps_old/html/ ... cility.htm

    http://www.lanmaniax.com/maps_old/html/de_frost.htm

  • DysPatch
    • November 27, 2009 at 1:21 PM
    • #7,505

    Ahhh, I see what you mean. That's brilliant. Again, I will have to modify HL2 textures, but I think Valve has other worries.

  • Skjalg
    • November 27, 2009 at 1:54 PM
    • #7,506

    I think the barbed wires should go, they look out of place in the middle of the ground there.

    Barbed wire fences are used to block of areas not 2 feet

  • DysPatch
    • November 27, 2009 at 2:17 PM
    • #7,507
    Quote from Skjalg

    I think the barbed wires should go, they look out of place in the middle of the ground there.Barbed wire fences are used to block of areas not 2 feet

    Well in war time, or at least in WW1, they used barbed wire to funnel enemy troops into MG fire, so they could be used to force the flow of enemy troops. I am working on desaturating the brick textures at the moment. I should have something soon.

  • Skjalg
    • November 27, 2009 at 3:03 PM
    • #7,508

    Excactly, and by having two randomly placed in a garden isnt what i call funneling

  • popcornjake
    • November 28, 2009 at 12:20 PM
    • #7,509

    I felt like sharing this with the core, my submission for the interlopers map battle titled "atrium".

    It is a recreation of the infamous Guggenheim museum, 100% custom content and with 40+ pieces of art on the walls.

  • solo34
    • November 29, 2009 at 10:05 AM
    • #7,510

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    Some prototyping with UDK

  • ultradr3mer
    • November 29, 2009 at 1:11 PM
    • #7,511

    popcorns has a interesting architecture, but the white wall texture is not that good, and also the lighting is a bit to regular.

    solos looks interestig, bot i dont have enough knowledge about udk, to rate it.

    [Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/mine_20041.jpg]

    [Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/mine_20042.jpg]

    [Blocked Image: http://ultradr3mer.bplaced.net/MyHomepage/uploads/thumbs/mine_20040.jpg]

    i already posted these, but now im asking for a more detailed review, because as I said it was for a competition and it did pretty much lose.

  • Corwin
    • November 29, 2009 at 2:10 PM
    • #7,512

    I'm deep into scripting the Crysis level I've been working on for about 7 months now:

    [Blocked Image: http://img682.imageshack.us/img682/5994/crysiscorwindev01.jpg]

    Progress is going smooth. I really enjoy the ability to draw shapes simply and let the engine figure the rest like altitude and waypoints, but also to be able to place waypoints by hand when necessary (close-quarters areas). I should reach a playable prototype around mid-december.

  • st0lve
    • November 29, 2009 at 2:50 PM
    • #7,513
    Quote from ultradr3mer

    i already posted these, but now im asking for a more detailed review, because as I said it was for a competition and it did pretty much lose.

    Simple, it's boring. It's black mesa all over. Come on, do something new, creative or just irregular instead of the same old boring story.

  • ultradr3mer
    • November 29, 2009 at 3:19 PM
    • #7,514

    the idea behind my level is, that because the contest theme was mine, and i like sci fi, i would make a futuristic subway, leading through an old mine.

    funny that you say the setting is boring because the winner made an allmost exact copy of the ep2 forest:

    [Blocked Image: http://mapping-tutorials.de/forum/attachment.php?attachmentid=2704&d=1258793489]

  • e-freak
    • November 29, 2009 at 4:06 PM
    • #7,515

    yes but it looks amazing + it has nice colors

  • Corwin
    • November 29, 2009 at 4:15 PM
    • #7,516
    Quote from ultradr3mer

    the idea behind my level is, that because the contest theme was mine, and i like sci fi, i would make a futuristic subway, leading through an old mine.

    I wrote my ideas on the subject on the pictures. I hope you can make sense out of the mess

    [Blocked Image: http://img28.imageshack.us/img28/7422/mine20040.jpg]

    [Blocked Image: http://img694.imageshack.us/img694/4068/mine20042.jpg]

    [Blocked Image: http://img687.imageshack.us/img687/5767/mine20041.jpg]

    Additionally to what I mentioned, I think your mine theme would have been more interesting if instead of the petrol lanterns you'd have used shining rocks or plants. I mean, a mine is supposedly to scavenge something, so rocks reflecting light or glowing would have provided a good way to lit the mine, would have made more sense (why would somebody go and place lanterns around in an abandoned mine?) and would have looked more immersed in the surroundings IMHO.

  • Psy
    • November 29, 2009 at 4:25 PM
    • #7,517

    That entry won because it was a simple scene executed well whilst your map doesn't have any strong visual focus that makes it memorable.

  • ultradr3mer
    • November 29, 2009 at 4:36 PM
    • #7,518

    it Is supposed to be a abstract mix betwen new and old, we thought it would be intresting, to create such a mix to make people think about it, but the problem seems to be that its not that clear, that its wanted...

    anyway thanks for help, will try to adress it.

    oh and thats supposed to be the visual focus, making it memorable.

  • DysPatch
    • November 29, 2009 at 10:48 PM
    • #7,519
    Quote from Skjalg

    Excactly, and by having two randomly placed in a garden isnt what i call funneling

    Fair enough. I moved/removed the barbed wire and added displacement to the buildings edges for snow and created a little snow trim overlay as a substitute for modifying all the textures in my map

    [Blocked Image: http://danielmiede.com/scrapyard/ps_snowstorm_rc110014.jpg]

    [Blocked Image: http://danielmiede.com/scrapyard/ps_snowstorm_rc110015.jpg]

  • Nineaxis
    • November 30, 2009 at 3:03 AM
    • #7,520

    That truck, the silo, the walls, sandbags, building in the 3d skybox are all missing snow on them... either it snowed and everything got snowed on or it should look like there was some activity to clear snow off of stuff.

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