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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • SamCom
    • February 25, 2011 at 9:13 PM
    • #8,341

    There was a really excellent custom Venice map for Enemy Territory, with the mentioned bridge chokepoints and walkways, including escorting a gondola, if I'm remembering correctly. And it was awesome. I think the map had enough alternate paths to avoid any campfests.

    But either way, your level looks great! Good work.

  • ElectroSheep
    • February 25, 2011 at 11:37 PM
    • #8,342

    Another tf2 map (Again ? oO ) I started for the next tf2maps contest but hard to place a tf2 map in my planning atm

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/cp_waterfront_a10004.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/cp_waterfront_a10005.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/cp_waterfront_a10006.jpg]

  • syver
    • February 26, 2011 at 3:06 PM
    • #8,343

    love the attention to detail. awesome!

  • Froyok
    • February 26, 2011 at 6:14 PM
    • #8,344

    [Blocked Image: http://uppix.net/9/a/9/51f569c71ffb29ab4b6f8dfc3756btt.jpg]

    [Blocked Image: http://uppix.net/b/e/2/e90fd92a6443fb3497a655bc2fb4dtt.jpg]

    [Blocked Image: http://uppix.net/1/1/b/a725c1e41e36663dfacb716d41012tt.jpg]

    Zou, my sentry for a french contest (on mapping-area).

  • 2d-chris
    • February 27, 2011 at 6:25 PM
    • #8,345

    I'd say you could texture that on 2 x 512's ...

    1k would be pushing it ;P

  • Rick_D
    • February 28, 2011 at 7:45 AM
    • #8,346

    2048

  • ShadoW_
    • March 2, 2011 at 5:43 PM
    • #8,347

    First and early shots of some Udk map .

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_09_09.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_09_02.jpg]

  • ShadoW_
    • March 3, 2011 at 9:21 PM
    • #8,348

    More

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_13_02.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_13_04.jpg]

  • jaboo224
    • March 3, 2011 at 11:07 PM
    • #8,349

    WOW!!!!! ok i gatta say that this is some very creative usage of the standard udk props. seriously big props, I love the setting and mood. reminds me of Dune a bit

  • ShadoW_
    • March 4, 2011 at 6:26 AM
    • #8,350

    Thanks jaboo224. It's just a beggining .

  • luque
    • March 4, 2011 at 6:51 AM
    • #8,351

    What's the goal of this map?

    I see different architecture styles, especially the bridge pillars looking quite different from eachother. This does feel quite odd. Or is this exactly what you wanted to create? Some kind of tf2 blu / red team difference?

    The rocks look good, hard to see that it is only 1 mesh. Also love the last screenshot with the rounded bunker:)

  • ShadoW_
    • March 4, 2011 at 8:07 AM
    • #8,352
    Quote

    I see different architecture styles, especially the bridge pillars looking quite different from eachother

    There's only one real pillar. Other one is tower coming out of the ground building - it's probably hard to notice from that angle. Whole bridge purpose is to be able to get from the building to the camping nest located on top of the pillar.

    I'm making sp map in udk. I'm not sure I will make it fully playable, or only a large and complex scene yet (tho there are alrady functional kismet interactive elements, like doors, lifts, breakable objects and so on).

  • Aalexanderrr
    • March 4, 2011 at 8:22 AM
    • #8,353

    Looks good. It needs more Rock meshes, however, especially in that deep valley\hole kinda thing on your second screenshot. Make Heightmap terrain and meshes really indistinguishable so that they blend in together in a nicer way.

  • ShadoW_
    • March 5, 2011 at 8:08 AM
    • #8,354

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_17_16.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_17_02.jpg]

  • sarge mat
    • March 5, 2011 at 11:12 PM
    • #8,355

    Started to detail this, not really added much to the background yet so you can see of the edge in a few places still. Not touched lighting much ether so still trying to nail the style. Just looking at the screens here shows their is loads and loads to do but feeling much happier with it than the last l4d map.

    [Blocked Image: http://img854.imageshack.us/img854/7780/2011030500005.jpg]

    [Blocked Image: http://img59.imageshack.us/img59/604/2011030500006.jpg]

    [Blocked Image: http://img847.imageshack.us/img847/2973/2011030500008.jpg]

    [Blocked Image: http://img41.imageshack.us/img41/6080/2011030500009k.jpg]

    Kind of feels a bit bland to straight to me (below), Thinking about something more organic?

    [Blocked Image: http://img46.imageshack.us/img46/3554/2011030500010.jpg]

    [Blocked Image: http://img52.imageshack.us/img52/8523/2011030500011.jpg]

    [Blocked Image: http://img508.imageshack.us/img508/1952/2011030500012.jpg]

  • ShadoW_
    • March 6, 2011 at 2:51 PM
    • #8,356

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_18_02.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_18_08.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/03/demotest_18_20.jpg]

  • DaanO
    • March 6, 2011 at 6:16 PM
    • #8,357

    I love it! The plants look really out of place though

  • aaron_da_killa
    • March 7, 2011 at 4:56 AM
    • #8,358

    That sort of reminds me of Halo Reach. Looking good!

  • Serenius
    • March 7, 2011 at 6:11 AM
    • #8,359

    A short segment of the current level I'm working on.

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  • Mr. Happy
    • March 7, 2011 at 7:37 AM
    • #8,360

    Wow shadow that looks like a colored pencil drawing!!! (good thing)

    BUT, the tighter screens focusing in on specific smaller areas do not imo have the same feel as the whole level. which isn't in itself a bad thing but, and this may be the worst explanation ever, i feel like the rate of change in texel density and lighting mood from large scale to small scale is just wrong. i guess theres something wrong a little bit off in the contrast in assets between the larger and smaller art

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