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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • e-freak
    • December 11, 2010 at 3:04 PM
    • #8,161

    Haha, I think it's just great, seeing this in line with the other mini mods you created. As long as the game doesnt force you to watch any of this (which then would be offensive) the hint of it is just a great way of telling a part of the character/story.

  • Hipshot
    • December 12, 2010 at 10:16 AM
    • #8,162
    Quote from The Vulture

    Not really a level. More of a scene I made for a project a while back. It required some fine tuning so I've been working on it tonight. [Blocked Image: http://img714.imageshack.us/img714/6034/00115l.jpg]

    I started something with a similar style late 2006, when I had HL2 ambitions =)

    Stupid gravity gun always trashed my ideas... worst random weapon ever.

    Not even close to your scene, but I guess if I had giving it more time I could have made something cool with it.

    [Blocked Image: http://zfight.com/misc/images/ma…_spacecogg1.jpg]

    [Blocked Image: http://zfight.com/misc/images/ma…_spacecogg2.jpg]

    [Blocked Image: http://zfight.com/misc/images/ma…_spacecogg3.jpg]

  • JeanPaul
    • December 12, 2010 at 10:10 PM
    • #8,163

    Did you just say the gravity gun was the worst gun ever?

    BLASPHEMY!

  • AlexM
    • December 14, 2010 at 8:05 PM
    • #8,164

    That is sweet hipshot

  • m8nkey
    • December 23, 2010 at 10:59 AM
    • #8,165
    Quote from e-freak

    Haha, I think it's just great, seeing this in line with the other mini mods you created. As long as the game doesnt force you to watch any of this (which then would be offensive) the hint of it is just a great way of telling a part of the character/story.

    The web browser in the screens offends me more than their content

  • Mr. Happy
    • December 25, 2010 at 3:02 AM
    • #8,166

    wip

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  • Campaignjunkie
    • December 26, 2010 at 10:55 PM
    • #8,167

    Hipshot: you should've finished that!... Whatever it was. Or tweaked / changed your mechanics if the grav gun wasn't working out.

    Happy: That's awesome and really realistic.

    Anyway!

    Here's some of my Doom 3 level, for a Thief-style mod called "Dark Mod." They've just released 1.03 publicly and already have 30+ levels out. If you guys like Thief, you should look into mapping for it, their version of Radiant is pretty alright and they have a lot of textures / props (a lot of them are bad, but you find the good ones quickly enough).

    Going to Doom 3 from Source is kinda weird, but it's fun to figure out the quirks. The standard for map size is pretty great too, a lot of maps are just a handful of rooms but they're praised and loved, and I imagine a DM level would round out a portfolio quite nicely and prove you can learn a new engine properly as well as digest new single player mechanics... cough cough.

    (I miss light maps)

  • Sentura
    • December 27, 2010 at 12:21 AM
    • #8,168

    hmm maybe i should get doom 3 then, i loved thief

  • Skacky
    • December 27, 2010 at 5:14 PM
    • #8,169

    TDM is great, and it needs more maps.

    Good start, however I think this is a little too bright for a thief to move in.

  • tonystockert
    • December 28, 2010 at 8:37 AM
    • #8,170

    that's awesome, happy.

    i'd suggest enabling motion on the physics objects right before the impact though, it would look a whole lot more realistic.

  • Mr. Happy
    • December 28, 2010 at 3:54 PM
    • #8,171

    @Campaign Looks cool, very arty and the design elements flow well. Too bright though as has been said.

    I completely changed the way the raft sequence works (was props on a train, now is props in carefully calibrated push volumes) and it looks much better.

    For demoman tf2 community submission:

    [Blocked Image: http://dl.dropbox.com/u/9300049/lachaber_wip2.jpg]

    what distances should I make the LOD's for? I'm thinking 70, 150, 256. Does that sound right?

    I used sculptris on the handle which, compared to zbrush, is like sculpting with your mind, amazing!

  • Serenius
    • December 28, 2010 at 4:10 PM
    • #8,172

    That Thief room is only too bright if the mod doesn't have water arrows/that light can't be snuffed out.

  • Skacky
    • December 28, 2010 at 5:01 PM
    • #8,173

    Some people like to play Perfect Thief (no moss/noisemaker/water arrows, no alerts, no damage, etc), and going through a room like this would be impossible or may be very tough.

    But yeah the mod does have water arrows and stuff, but if you look closely you'll see that the light source is an electric chandelier, so water arrows won't work on it.

    Junkie: I didn't notice at first, but you should make these railings models instead of a texture

    Mr. Happy: it's looking good, I'm eager to decapitate people with that.

  • Froyok
    • January 5, 2011 at 1:58 AM
    • #8,174

    Working hard since 3/4 days on my game, for the moment only on the code :

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    Inside the udk with :

    -custom camera

    -custom walljump

    -forward dodge when the player is behind a hole (not in the video)

    Next : the wallrun !

  • Serenius
    • January 5, 2011 at 6:08 AM
    • #8,175

    Cool stuff! Reminds me of a trailer for a game from a long time ago that had wall jumps and the like. Sadly, I can't remember what it was.

  • Sentura
    • January 5, 2011 at 6:50 AM
    • #8,176
    Quote from Froyok

    Working hard since 3/4 days on my game, for the moment only on the code :

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Inside the udk with :

    -custom camera

    -custom walljump

    -forward dodge when the player is behind a hole (not in the video)

    Next : the wallrun !

    nice music. what did you code it in?

  • Froyok
    • January 5, 2011 at 11:41 AM
    • #8,177
    Quote from Serenius

    Cool stuff! Reminds me of a trailer for a game from a long time ago that had wall jumps and the like. Sadly, I can't remember what it was.

    Thanks !

    I fact, I try to do a game like the prince of persia...

    Quote from Sentura

    what did you code it in?

    What ? Sorry I don't understand the question...

  • Thaldarin
    • January 5, 2011 at 12:32 PM
    • #8,178

    Something I'm working on from the NS2 tool set,

    [Blocked Image: http://i.imgur.com/Zcl9K.jpg]

  • 2d-chris
    • January 5, 2011 at 5:47 PM
    • #8,179

    looking good

  • Jetsetlemming
    • January 6, 2011 at 4:33 PM
    • #8,180

    [Blocked Image: http://i.imgur.com/uYAoql.jpg]

    [Blocked Image: http://i.imgur.com/s3Ikml.jpg]

    [Blocked Image: http://i.imgur.com/mHqNTl.jpg]

    [Blocked Image: http://i.imgur.com/seOKDl.jpg]

    [Blocked Image: http://i.imgur.com/CAoMql.jpg]

    [Blocked Image: http://i.imgur.com/iBOeml.jpg]

    [Blocked Image: http://i.imgur.com/0mZ5bl.jpg]

    [Blocked Image: http://i.imgur.com/tNXBPl.jpg]

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