Great colors. I don't like how 90 degree / straight-edged the bricks and blocks are, though. They're kind of jarring when compared to the cool obelisks and tombs you have going.
WIP in WIP, post your level screenshots!
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awesome 3dnj!
I think I prefer the earlier more desert-like lighting though
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Quote from Campaignjunkie
Great colors. I don't like how 90 degree / straight-edged the bricks and blocks are, though. They're kind of jarring when compared to the cool obelisks and tombs you have going.
Agreed, I think the new lighting looks great! I also think you could get some more out of the brick texture especially, could be enough to just add a couple of subtle brush strokes to get them a bit more unique and closer to the TF2 style. Same goes with the bare concrete. I think they lack some more low frequency details while the small details may be a bit too uniform and visible.
Looking very promising so far, I look forward to see where you'll take this

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Thanks guys, i'll do my best

The problem with the first lighting is that was too yellow everywhere and for a symetrical koth I need to make each side différent.
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And everyone did it before!
That's why the new is better too. -
Yeah, newer lighting is definitely better.
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lol, I showed both screens to some people outside this board and they all think the purple lighting is better too.
I'm alone on this one but I still kind of think if you desaturated the yellow it would look nice

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Another school project; it's part of a Source mod that talks about game design. This one is about how games can make arguments and take on rhetoric / theory and make it accessible to players.
I'm sure most of you will remember what was behind this door... Well in my homage to System Shock 2, this time the big reveal will be this god awful TED talk about "gamification" instead of
QuoteShodan
. I think I'm going to have a sound designer distort his voice to make it all crazy. It'll be funny.
But the level's also talking about what the level itself is doing -- for example, this homage helps the audience come to my side, like me saying "I'm a hardcore gamer too, I like SS2 too. Now watch this idiot talk." This is similar to a typical rhetorical gesture where, say, Obama talks in Indonesian slang at a speech in Indonesia to say, "hey I'm one of you."
Figuring out how to build the room and do the same stuff as in SS2 is proving to be fun / tricky.
(using a modded version of PhilipK's PK02 set)
(yeah, the specular on the door is wacky)
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I went a bit wet when I saw the Dr Polito sign.. pity it's not focused on that but the corridor is a nice remake.. still gives me chills thinking about that sequence...
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Quote from CampaignjunkieDisplay More
Another school project; it's part of a Source mod that talks about game design. This one is about how games can make arguments and take on rhetoric / theory and make it accessible to players.I'm sure most of you will remember what was behind this door... Well in my homage to System Shock 2, this time the big reveal will be this god awful TED talk about "gamification" instead of
. I think I'm going to have a sound designer distort his voice to make it all crazy. It'll be funny.
But the level's also talking about what the level itself is doing -- for example, this homage helps the audience come to my side, like me saying "I'm a hardcore gamer too, I like SS2 too. Now watch this idiot talk." This is similar to a typical rhetorical gesture where, say, Obama talks in Indonesian slang at a speech in Indonesia to say, "hey I'm one of you."
Figuring out how to build the room and do the same stuff as in SS2 is proving to be fun / tricky.
(using a modded version of PhilipK's PK02 set)
(yeah, the specular on the door is wacky)
Dude that's a lot of text for a simple corridor
Looks good anyway! -
I'm off to replay ss2 for the 50th time, see you guys.
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Quote from Minotauro
Dude that's a lot of text for a simple corridor
Looks good anyway!Well I use this thread to run ideas past you guys too... Gotta make sure I'm not completely full of bullshit.

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It's like Deus Ex.
[Blocked Image: http://motivateurself.files.wordpress.com/2008/05/deus-ex.jpeg]
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Here's an update on that scene I was working on. Still got a lot more to do but it's getting there, slowly but surely! I suck at effects, so the meteors aren't as good as I hoped, but I'll keep tweaking.
[Blocked Image: http://dl.dropbox.com/u/7557268/Advanced%20Modelling/environment_test9.jpg]
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":3e0p06ja]
Which you haven't even played

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PogoP, that's really coming together. There's not much in the scene, but just the silos, the road, and the meteors are a neat combination.
My one critique on the meteors would be to line them all up on more similar trajectories... Generally speaking, you're going to see a somewhat unified vector. Look at this time lapse shot of the leonid meteors, where they're actually all originating from roughly the same point in space:
[Blocked Image: http://www.geekologie.com/2009/11/16/leonid-shower.JPG]
If you want to get them on different angles for variety, I'd go with the more radial look like in this shot; it looks a little "off" when those three along the top/right appear to be coming from a different location.
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":2i4zh12s]
I reallly wanna play that game. Hoping it comes on GoG or Steam at some point.
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PogoP: wait, is that rock in the front -- a smoking meteor? Because, um, when a meteor impacts Earth's surface, even if it's a small one, it doesn't land neatly in a grassy field. It does this:
[Blocked Image: http://forces.si.edu/atmosphere/images/media/library_017_lg.jpg]
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