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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Froyok
    • December 26, 2009 at 8:35 PM
    • #7,561

    Just some little test, not a full map.

    (Full custom later, for the moment I use basic hl2 textures)

    [Blocked Image: http://uppix.net/0/b/7/a3429cef5a35a1a46433d9490d364t.jpg] [Blocked Image: http://uppix.net/8/c/2/8a5f1a2b641c2f6e5404e4dd3dbdet.jpg] [Blocked Image: http://uppix.net/0/a/7/228fac6791757a4a74799d13203d2t.jpg]

    [Blocked Image: http://uppix.net/5/e/f/774774ad3ae0326b337b415e69334tt.jpg]

  • TermInator525
    • December 28, 2009 at 6:21 PM
    • #7,562

    [Blocked Image: http://bildupload.sro.at/a/thumbs/367640.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50001.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50003.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50004.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50005.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50006.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50007.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50009.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50008.jpg]

  • Pampers
    • December 28, 2009 at 7:23 PM
    • #7,563

    thats pretty cool Terminator, would love to se a l4d map/campaign with a mirrors edge look

  • VoodooBenshee
    • December 28, 2009 at 9:33 PM
    • #7,564

    @ Term!nator. everything is brushwork? love that "me" style

  • Seldoon182
    • December 29, 2009 at 12:27 AM
    • #7,565
    Quote from Term!nator525

    [Blocked Image: http://bildupload.sro.at/a/thumbs/367640.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50001.jpg][Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50003.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50004.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50005.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50006.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50007.jpg]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50009.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/skybox_mirrors_edge50008.jpg]

    Oh mate! I luv those screenies! Plz add new custom mirror edge themed survivors and your campaign is for the win!

    [EDIT]: Is that for l2d2 or l4d1?

    Images

    • Mobile Photo Dec 28, 2009 5 19 43 PM.webp
      • 155.9 kB
      • 1,200 × 1,600
    • Mobile Photo Dec 28, 2009 5 19 59 PM.webp
      • 168.29 kB
      • 1,200 × 1,600
    • Mobile Photo Dec 28, 2009 5 20 09 PM.webp
      • 140.33 kB
      • 1,200 × 1,600
    • Mobile Photo Dec 28, 2009 5 20 20 PM.webp
      • 144.95 kB
      • 1,200 × 1,600
  • e-freak
    • December 29, 2009 at 10:07 AM
    • #7,566

    needs more riot cop zombies (seems like you're going L4D1 though?)

  • destructo
    • December 29, 2009 at 12:33 PM
    • #7,567
    Quote from Campaignjunkie

    I'm pretty sure I have to use 1-bit alpha testing or else the overdraw will kill most computers, and thus it'll look more or less the same no matter what prop type I use. Thoughts, anyone?

    Love the toxic colour filter; a bit of vignetting at the top might look good.

    About the buttercups, I made some large dense fields for a BF2 mod (hence it needed to draw fast & work across specs) & the best solution was an irregular grid of very long polys (the width of the field & chest-high, 0.5m cells) textured with something like a 2048x256 1-bit alpha map. The key to getting nice transparency was to custom edit each mipmap level in photoshop, using things like unsharpmask followed by threshold to get the alphatest cutout perfect for each progressive mipmap.

    To edit, there's an option in the nvidia dds p/shop loader to open mipmaps, & for saving there are more options where you can define how many levels of mips you want (try saving just 5 & see how sharp it looks).

  • S.W.A.T.Y
    • December 30, 2009 at 6:02 AM
    • #7,568

    Retextured red base since it looked bad with the other wood texture that I had before.

    [Blocked Image: http://i48.tinypic.com/doqo1v.jpg]

    [Blocked Image: http://i47.tinypic.com/wgqdtl.jpg]

    [Blocked Image: http://i49.tinypic.com/2cnf348.jpg]

    [Blocked Image: http://i46.tinypic.com/2vmwvhy.jpg]

  • 2d-chris
    • January 4, 2010 at 9:24 AM
    • #7,569

    Looking pretty nice there Swaty, I would break up the floor a bit with some trims + texture variations, the lighting still seems flat and not very interesting, perhaps a drastic color/sky change might help? That hard edge crack in the ground looks really meh too, either add more detail or lose it for some kind of metal grate? If you want the grass there remove the concrete all together so you're map has more contrast in colors.

  • Surfa
    • January 6, 2010 at 10:01 PM
    • #7,570

    [Blocked Image: http://www.cubeupload.com/files/611200ns2isuck.png]

    Trying to learn the spark editor and failing badly. was mainly wondering if some knew how to get rid of the verts/edges (hide them) in the editor as seen in the image above.

  • S.W.A.T.Y
    • January 8, 2010 at 6:20 AM
    • #7,571

    Working on a Koth map for tf2.

    [Blocked Image: http://i50.tinypic.com/imml43.jpg]

    [Blocked Image: http://i49.tinypic.com/2cp5j5u.jpg]

    [Blocked Image: http://i45.tinypic.com/14xmrp.jpg]

    [Blocked Image: http://i48.tinypic.com/2ywaiwy.jpg]

    [Blocked Image: http://i48.tinypic.com/10wiaf8.jpg]

    [Blocked Image: http://i47.tinypic.com/2d9b4fm.jpg]

  • dux
    • January 8, 2010 at 11:12 AM
    • #7,572
    Quote from Surfa

    [Blocked Image: http://www.cubeupload.com/files/611200ns2isuck.png]Trying to learn the spark editor and failing badly. was mainly wondering if some knew how to get rid of the verts/edges (hide them) in the editor as seen in the image above.

    Perspective > Show edges

  • Zeta
    • January 8, 2010 at 1:25 PM
    • #7,573

    Nice geometry swat.

  • Dradz
    • January 8, 2010 at 3:36 PM
    • #7,574

    Not sure if my map is "mapcore-ready," but no one here is shy about posting feedback, so here ya go -- latest work on my dod:s map rouen...

  • Steppenwolf
    • January 8, 2010 at 6:09 PM
    • #7,575
    Quote from S.W.A.T.Y

    [Blocked Image: http://i47.tinypic.com/2d9b4fm.jpg]

    Your terrain is really nice. Looks very organic and natural.

  • skdr
    • January 8, 2010 at 9:16 PM
    • #7,576

    Looks familiar...

  • mjens
    • January 8, 2010 at 10:45 PM
    • #7,577
    Quote from skdr

    Looks familiar...

    Yeah, all TF2 maps look the same. There is no way to add custom textures?

  • Sector-Effector
    • January 9, 2010 at 2:54 AM
    • #7,578
    Quote from seir

    Yeah, all TF2 maps look the same. There is no way to add custom textures?

    It should work like on DoD:S and therefore I can tell you: Easily!

  • dux
    • January 9, 2010 at 4:11 PM
    • #7,579

    KOTH_fastlane?!

  • Serenius
    • January 10, 2010 at 9:00 AM
    • #7,580

    Still a long way to go.

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway3.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway4.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway5.jpg]

    [Blocked Image: http://i718.photobucket.com/albums/ww189/Hadishi_Serenius/Gears%20of%20War%20-%20Subway/Subway6.jpg]

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