Another tf2 map ![]()
Some lighting issue but it's because of a fast build.
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Another tf2 map ![]()
Some lighting issue but it's because of a fast build.
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Holy shit that looks awesome. Very refreshing appearance.
Yea love the look, something fresh for TF2.
Quote from Hipshot[Blocked Image: http://zfight.com/misc/images/maps/development/shot1282.jpg]
NICE colors!!
+ info plz!
Quote from 3DnjAnother tf2 map
Some lighting issue but it's because of a fast build.
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Very nice man! Really unique look but still TF2ish
I would maybe change the bark texture to blend in better.
The white trees just jutting out of the very obviously a displacement rock chunk really bothers me for some reason. Slap some grey rock props around those trees and displacements and you will be golden muh boy. The white on the trees is rather jarring as well.
Well I took a few hours off from black mesa to start on the tf2 detail pass contest and I came up with this. The light_env/fog/sun is ripped straight from pl_upward just to see my brushwork as the final will be at night with a shit ton of lighting. Also, ignore the wooden stairs in the second shot, I forgot about those ![]()
Heavy WIP
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That's not black mesa!
Thanks for comment, final compil looks better but I will make some bush and rock props for the tree's integration. ![]()
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Just want to say that 90% of custom props are not by me but from other guys from bullet crops project.
@ Jean Paul : big industry is great, I just think those vent are too many on the second shot.
Very nice, feels very damp and foresty. Is that a word? The dirt tracks end pretty badly though.
Quote from Term!nator525
You really need to work on unifying your color pallet
Quote from 3DnjThanks for comment, final compil looks better but I will make some bush and rock props for the tree's integration.
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Just want to say that 90% of custom props are not by me but from other guys from bullet crops project.
@ Jean Paul : big industry is great, I just think those vent are too many on the second shot.
Yeah I am going for massive industry, these walls are like 4000 units tall.
And yeah I agree, I should take some of the vents out, they are a bit much.
I also love what you have here, but the sky is a bit too bright for your lighting, load up doublecross and use that sky (sky_nightfall_01 I think)
JP: that just looks like your Lambda Core stuff. Try adding some color! You can't just map in bluish-gray forever, even if it looks cool. Challenge yourself. ![]()
3dnj: reminds me of the swamp theme stuff but better realized, kind of New Orleans-y
and here's how mine is shaping up, working on it about an hour a day. It's slightly more respectable now:
Hipshot: glad to see another q3w'er ![]()
JeanPaul: those steam towers are very impressive :monocle:
If you use rays such as these, does it only make sense if all the lights also have coronas around them?
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jeanpaul: love it so far. i like how it's mostly white and still looks interesting (i just to paint almost all-white paintings
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WIP's of a collaboration work for rFactor between Alex "com8" Hummler and me. The track is called Salzburgring. It's a real race track in Austria.
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Kaz, yes, I've been around here for a lil-while now...
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NICE colors!!
+ info plz!
It's a level for that q3mapping-competition.
1v1, with a pretty high grade of vertical game play.
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working on a de_rats style map in udk.
That looks fucking rad Hipshot =)
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