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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Wesley Tack
    • October 31, 2011 at 10:09 AM
    • #8,901

    Made a video of my last Source map + news post on moddb for those who are interested in following the mod progress: http://www.moddb.com/mods/off-limits

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  • Rick_D
    • October 31, 2011 at 12:00 PM
    • #8,902

    very nice, love the fog setup. some container textures look shitty, and that single animated object just made everything else seem so much more static.

  • Puddy
    • October 31, 2011 at 3:31 PM
    • #8,903

    Massively impressive work!

  • Jenn0_Bing
    • October 31, 2011 at 4:23 PM
    • #8,904

    It's got to be one of the most interesting dock inspired levels I've ever seen. Normally people settle for a large flat expanse of concrete scattered with containers and cranes and call it done. A big improvement over the original too.

  • cincinnati
    • October 31, 2011 at 5:41 PM
    • #8,905

    looks fabulous. i think the signage, in general, is too generic for the level of quality of everything else.

  • Grimmsorg
    • November 1, 2011 at 9:00 AM
    • #8,906

    Looks really nice good job, one thing I'd suggest is to lower the FOV as some of the objects are looking really stretched because of it

  • -HP-
    • November 1, 2011 at 10:40 AM
    • #8,907

    Good stuff Wesley. I'd love to see you learn a more modern engine when you're done with Off Limits tho.

  • Foxpoop
    • November 2, 2011 at 11:05 PM
    • #8,908

    Here is an update/screenshot from my previous post. This is basically a single player map. I'm still working on the cosmetics of this map, so you won't see much models. Once the cosmetics are complete, Danny 'aka fuzzybarrel' a steam friend will implement the scripting.

  • kanine01
    • November 3, 2011 at 1:32 AM
    • #8,909

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725869675/7EB61E60FF0206550EFA1F243838986EAC822343/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725870793/61A16C2B6DD842BA18864EF1B1B10D412E451172/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725900413/630B4110A7B34ADAA7B8E205514C02D6406CDBD4/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725870290/E49DA6407A9B6A4253EB5D87B961651CD09CAF7D/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725871771/FC871A26FA926E134CA63D611BCAB28A235B5031/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448725871279/26393B4F3E5A48243B538096DD5CF698A67814ED/]

    Sorry if the update's been a bit late; I've been pretty swamped with schoolwork lately and I haven't had much free time.

  • Wesley Tack
    • November 3, 2011 at 8:05 AM
    • #8,910
    Quote

    ":1ohxzzwb]Good stuff Wesley. I'd love to see you learn a more modern engine when you're done with Off Limits tho.

    Well for the time being I'm done with Source, I'm on a new project now... I wanted to finish my work on Off Limits this year (still got some time left for the actual release). But I'm not touching the mapping anymore. I wanted to be able and focus on new ventures when 2012 arrives They have been tested like hell and I've spent a lot longer on them as I probably should have, but I wanted them to be as good as I could make them with the time I had. I'm not sure if it will have been worth the loss of time and money. But when you work on something you enjoy you don't really think of that at the time. I hope the next release will get more people playing it for sure. Will try and promote the mod as much as possible after release.

  • the0rthopaedicsurgeon
    • November 3, 2011 at 5:12 PM
    • #8,911
    Quote from kanine01

    Sorry if the update's been a bit late; I've been pretty swamped with schoolwork lately and I haven't had much free time.

    The new floor looks a lot better, but I think the ceiling is too ornate/complex, it'd probably be better as plaster or ceiling tiles. Also the grass on the roof looks more natural/wasteland, I think a tidy lawn texture would look nicer.

  • kanine01
    • November 3, 2011 at 8:56 PM
    • #8,912

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448740177631/97F94D2CBF1D6B7E3168543165B8D22B9C2ABE7A/]

    Here's a quick and dirty update to show I installed a door on the second floor garden. I also added some window variation based on the crits from a few viewers.

  • AlexM
    • November 3, 2011 at 9:50 PM
    • #8,913

    Nice, i like the green area up top

    So I haven't posted in here in a hell of a long time. Mostly because I've been in school for programming and got a job. Anyways the Job is finished and I dont start school until Jan so I have some time to work on some game projects.

    Here's a video of me making a quick level for my game and exporting it into the engine and playing it. I ended up writing some LUA exporters for the DAME open source level editor rather than write my own level editor.

    Plans over the next week are to focus on visuals (HUD redo, post-processing and cloud layers) and fully implementing the character customization stuff. Maybe a few new weapons and enemies if I can squeeze it in

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  • Campaignjunkie
    • November 4, 2011 at 7:48 AM
    • #8,914

    Working on the Unity3D VVVVVV-FPS thing with my thesis group some more. We're finally doing production. Here's a gray box of the first level. Gotta keep the palette pretty muted because the ground gets dynamically shaded bright yellow.

    Looking back on some GeoComp2 stuff for inspiration, mainly sparth's stuff / bengal's minima.

  • KungFuSquirrel
    • November 4, 2011 at 11:15 AM
    • #8,915

    Beautiful. Add user-created level support so I can play around with it when you're done.

  • kanine01
    • November 6, 2011 at 3:07 AM
    • #8,916

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448779738104/A61039400E032F3D8E90F1BC7D99A1A02234D5A4/]

    [Blocked Image: http://cloud.steampowered.com/ugc/614967448779738742/92CDFE51453F6F59CD132A8AF41F5EEB65D5AC5F/]

    I decided to add a cozy little loft with a work-space in it. Just for shits and giggles.

  • mjens
    • November 6, 2011 at 9:39 AM
    • #8,917

    That's a cool place to work

  • e-freak
    • November 6, 2011 at 11:05 AM
    • #8,918

    The idea for the place is neat, but it's too complicated to get up there. Think about adding stairs or giving it a same-level entrence from another point and just use the railing there to keep the space open. Also might work is a fire-pipe to slide down (http://www.google.com/search?hl=en&safe ... a=N&tab=wi) (if you want to stick with the ladder that is)

  • kanine01
    • November 9, 2011 at 3:47 AM
    • #8,919

    I added a pool to my map just for more shits and giggles.

    [Blocked Image: http://cloud.steampowered.com/ugc/612716295101503246/D44DF032D31CA2865E1276571E3A7EDDCD0F62A1/]

    Still have to add trim and some steps and ladders though.

    I used a custom texture with a func_illusionary entity for the lighting effects.

  • Pampers
    • November 9, 2011 at 4:26 AM
    • #8,920

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    got some more stuff done on this

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