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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • e-freak
    • June 20, 2011 at 9:39 PM
    • #8,601
    Quote from Vilham

    yeah pretty cool. 1 minor crit is the lack of atmosphere because there's no music or obvious ambient noise in the outside areas. visually it feels busy but audio wise its sounds dead.

    this. also: especially the travel to that bunker feels really corridory. Two things I would add: Revolver or Crossbpw with little ammunition (cause sometimes you have serious distances to the enemies, especially the first three combines). second: during the more "natural" part of the corridor, making the path a little wider and splitting it into two different height levels would add a lot of more open feeling and could add to allow different gameplay styles (as of right now it's still pretty much straight forward shooting).

    the atmosphere in the camp is great!

    the walking around to the bunker is great! (but make that entrence to the envy tunnel more readable)

    the idea with the combine throwing the grenade back is cool!

  • Skjalg
    • June 21, 2011 at 9:52 AM
    • #8,602

    the grenade sequence was awesome

  • ElectroSheep
    • June 21, 2011 at 12:08 PM
    • #8,603

    Working on a ctf map for tf2

    [Blocked Image: http://www.minerality.fr/images/maps/tf2/ctf_woods_a160001.jpg]

  • Mr. Happy
    • June 22, 2011 at 9:44 PM
    • #8,604

    yay for ctf

  • ShadoW_
    • June 22, 2011 at 9:47 PM
    • #8,605

    About 30 minutes of work with Udk. Made just for fun.

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/06/udk_corridor_01.jpg]

  • dux
    • June 22, 2011 at 11:46 PM
    • #8,606

    It's nice but the ceiling is brighter than the floor, it's almost black. A bit more illumination further down would help it.

  • Mr. Happy
    • June 23, 2011 at 2:43 AM
    • #8,607

    I honestly can't see a dang thing in that shadow.

  • sarge mat
    • June 25, 2011 at 6:21 PM
    • #8,608

    Portal 2 map. Had an idea to try something with no floor so this was my attempt. Still need to detail, light it and tidy up a few areas.

    [Blocked Image: http://img804.imageshack.us/img804/6641/spnofloor26thjune1.jpg]

    [Blocked Image: http://img607.imageshack.us/img607/1366/spnofloor26thjune2.jpg]

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  • Minos
    • June 25, 2011 at 7:13 PM
    • #8,609
    Quote from 3Dnj

    Working on a ctf map for tf2 [Blocked Image: http://www.minerality.fr/images/maps/tf2/ctf_woods_a160001.jpg]

    Nice color palette, I love it. I've actually been thinking about making a KOTH map with a similar color palette for a while. (dark blue/cold colors outside and orange/warm colors inside).

    What's up with the roof texture though? It looks very 1999'ish.

  • ElectroSheep
    • June 25, 2011 at 9:36 PM
    • #8,610

    Thank you Minos. I think this screen is too white. I'm testing some more blue ligh for the outside.

    I keep roofs for the end, I planned to cover all roof with snow mesh. But atm building are not finished.

  • Mr. Happy
    • June 26, 2011 at 11:46 PM
    • #8,611

    I like all the boxes sarge mat, I have something similar in some stuff I'm working on.

    Let me know if you need a playtester.

  • sarge mat
    • June 27, 2011 at 12:23 AM
    • #8,612
    Quote from Mr. Happy

    I like all the boxes sarge mat, I have something similar in some stuff I'm working on.Let me know if you need a playtester.

    Cheers dude. Went though a few different versions of those box's but in the end the thin frames you see above looked the best. Should have a version to post tomorrow, because I do need other peoples feedback really.

  • Serenius
    • June 27, 2011 at 5:33 PM
    • #8,613

    Anyone willing to play test an HL2 Ep 2 level that's very early in development? We're talking orange box phase with full bright lighting and only gameplay-critical scripting.

  • twiz
    • June 27, 2011 at 5:40 PM
    • #8,614

    I'm actually in the midst of doing my yearly HL2/ep1/ep2 play thru, I'd be happy to take a run through!

  • sarge mat
    • June 27, 2011 at 6:13 PM
    • #8,615

    Same here would be happy to test.

  • Puddy
    • June 27, 2011 at 6:30 PM
    • #8,616

    Sure, a PM with info and I'll have a go

  • Serenius
    • June 27, 2011 at 6:46 PM
    • #8,617

    Sweet! Thanks guys. I'll send over the info in the next day or two. Time to see how smoothly the publishing tools run.

  • sarge mat
    • June 27, 2011 at 8:50 PM
    • #8,618

    If anyone wants to play an unfinished version of the portal 2 map I posted on the previous page:

    http://%7boption%7d

    Its a vpk so once its in the addon folder just type "map sp_nofloor" into the console

    Needs a good day spent on lights and art and general fixing. Interested to know what people think of the puzzle though.

    [Blocked Image: http://dl.dropbox.com/u/1905266/Portal2_NoFloor/map1/sp_nofloor27june.jpg]

  • e-freak
    • June 27, 2011 at 9:51 PM
    • #8,619

    can't seem to get the vpk to run? what exactly am i supposed to do?

  • sarge mat
    • June 27, 2011 at 11:34 PM
    • #8,620

    Should just be a matter of copying it into the addon folder and then loading the map in the console. Don't think double clicking the vpk works for portal 2. I will check I set it up right again when I am back at the pc.

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