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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Synthesizer
    • February 8, 2011 at 11:42 AM
    • #8,281

    Awesome as usual

    I can't wait to see some gameplay in there, no more replaying the same level after you die

  • Zeta
    • February 8, 2011 at 2:41 PM
    • #8,282

    Still love this concept and execution.

    Found a double ramp

  • dux
    • February 8, 2011 at 2:58 PM
    • #8,283

    But where's the double rainbow!?

  • FrieChamp
    • February 8, 2011 at 3:00 PM
    • #8,284
    Quote from Zeta

    Still love this concept and execution.Found a double ramp

    Turn it into a skating game!

    Images

    • double_ramp.webp
      • 47.99 kB
      • 997 × 599
  • Campaignjunkie
    • February 8, 2011 at 5:59 PM
    • #8,285

    Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think.

  • Algor
    • February 8, 2011 at 6:33 PM
    • #8,286

    Very cool, Peri. What is the extent of your room generating? Is it fully procedural, or by component, or by room?

  • mjens
    • February 8, 2011 at 6:51 PM
    • #8,287

    Awesome Peris. Can you add an option to generate cover objects? That will be all I need

  • Sentura
    • February 8, 2011 at 10:38 PM
    • #8,288
    Quote from Campaignjunkie

    Peris: any details you can share on your level generation algorithms? I'm liking Recursive Division right now (http://weblog.jamisbuck.org/2011/1/12/m ... -algorithm) because the layouts seem kind of realistic, with occasional long hallways / rooms / courtyards. I'm going to try to implement it in Unity, I think.

    that's an excellent resource! i haven't really looked into procedural level generation (the most procedural stuff i've done has been one dimensional, for a simple game i made), but this really gives me motivation to try it out.

  • AlexM
    • February 9, 2011 at 10:12 PM
    • #8,289

    wow awesome job peris

    and I really appreciate the game not stealing mouse focus unless I explicitly tell it to

  • aaron_da_killa
    • February 9, 2011 at 11:53 PM
    • #8,290

    Whoa that's cool. Is this going to me a mindcraft clone?

  • Trempler
    • February 16, 2011 at 12:35 AM
    • #8,291

    :bananawrench:

    Ok long time no post here but now it´s time

    Working on a new HL1 DM map

    Mayacore:

    [Blocked Image: http://img88.imageshack.us/img88/1613/71052741.jpg]

    [Blocked Image: http://img714.imageshack.us/img714/9492/24697555.jpg]

    [Blocked Image: http://img213.imageshack.us/img213/3899/83343508.jpg]

    [Blocked Image: http://img819.imageshack.us/img819/1508/19786171.jpg]

    [Blocked Image: http://img23.imageshack.us/img23/9763/21384861.jpg]

    [Blocked Image: http://img717.imageshack.us/img717/6198/96854816.jpg]

    [Blocked Image: http://img502.imageshack.us/img502/552/46120685.jpg]

    [Blocked Image: http://img26.imageshack.us/img26/2331/33124681.jpg]

    [Blocked Image: http://img69.imageshack.us/img69/255/38726167.jpg]

    [Blocked Image: http://img97.imageshack.us/img97/8865/60000258.jpg]

    [Blocked Image: http://img254.imageshack.us/img254/6240/overviewso.jpg]

    Credits:

    Textures: sc_egypt (simbl), some textures from Land of Legends, peru2.wad ( Kasperg , Mod: IdolHunt)

    Models: ToTaC

    Comments are welcome

  • Grinwhrl
    • February 16, 2011 at 1:58 AM
    • #8,292

    looks really cool for hl1 map

  • insta
    • February 16, 2011 at 8:41 AM
    • #8,293

    Looks better than alot of Source stuff! Very nice!

  • Campaignjunkie
    • February 16, 2011 at 9:00 AM
    • #8,294

    I like those spiral pillar things... But seriously, way too much sharpen in these screenshots, and it'd be cool to credit the original author of those textures, Sock (http://www.simonoc.com/pages/materials/ ... /index.htm)

  • PhilipK
    • February 16, 2011 at 10:48 AM
    • #8,295

    nice to see some hl1 stuff again looking cool

  • Trempler
    • February 16, 2011 at 10:56 AM
    • #8,296

    thx, yeah Campaignjunkie my settings for "finish" the screenz went wrong. Anyway good to know where the textures from, i used the sc_egpyt.wad from ?simbl? and he downloaded the textures from the wadfather, and the wadfather is offline so i had no idea who created the textures. Thx for finding that. I will credit him ofc

  • aaron_da_killa
    • February 17, 2011 at 12:32 AM
    • #8,297

    Looks great, nice level design and custom content!

  • D3ads
    • February 17, 2011 at 12:49 AM
    • #8,298

    That looks superb, I love the style.. very original!

    Quote from insta

    Looks better than alot of Source stuff! Very nice!

    Now you get it...

  • deceiver
    • February 18, 2011 at 6:46 AM
    • #8,299

    Little scene I'm working on in UDK for a contract! It's my first scene ever in UDK, so, any tips or feedback would be great. Still the plane left to texture, and then doing the final lighting (to add contrast in the jungle especially) and post-processing tweaks at the end.

    Oh and should I be doing something special for my grass? The dark shaded parts make it look kind of meh (they're currently placed with a deco layer).

    [Blocked Image: http://dl.dropbox.com/u/4121855/scene-preview2.jpg]

  • Evert
    • February 18, 2011 at 8:31 AM
    • #8,300

    Ooh pretty nice.

    A bit weird thing with the lighting, especially in the distance, it looks like it's overcast, though the sky is completely clear.

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