wow. I really like it!!
It looks like there's a floating pillar on the lower right of this screenshot: http://i.imgur.com/gos0Gh.jpg
wow. I really like it!!
It looks like there's a floating pillar on the lower right of this screenshot: http://i.imgur.com/gos0Gh.jpg
witch side do you prefer?
[Blocked Image: http://bildupload.sro.at/a/thumbs/compare1_1.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/compare1_2.jpg]
[Blocked Image: http://bildupload.sro.at/a/thumbs/compare2_1.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/compare2_2.jpg]
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Left side. But maybe decrease the red amount just a little. ![]()
Left side for sure with little less red. Right side looks bit pukey or something, which I wouldn't play for more than few rounds in row.
Love the overview shot! Can't wait to see more of the map. ![]()
Left side, no hesitation ![]()
Right side is a bit better, more soothing to the eyes
Right side looks like Source dust maps to me, I'd go for the less "cartoony" lighting on the left as well. Perhaps a tad less red though.
Right side for me. ![]()
Feels more natural with the mood of the map. The left one feels like a crappy filter applied with Instagram.
I'm drunk so no real preference but here's the thing:
Left side:
------------
-looks like a cool thing that's different and new and it's cool ( + unique?)
-red
--subtle
--purplish tones (ambient?) that create neat-o contrast
Right side:
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-looks the same as left side except fucked up
-yellow
--super duper too yellow
-third shot has more contrast for more interest
Both
------
-fog settings completely destroy depth perception
----washed out
It looks like you wanted to do red but weren't sure and needed feedback. The red side is quite washed out, the yellow side has contrast and depth. Make the contrast and depth with red and you are the winner.
Left side without hesitation, but yeah it's a tad too red.
Here's a TF² map i'm working on, pl_decay, it's a badwater gametype, 4 points to cap, i try to give to it an old industrial style, and visually, everything should be angled :> .
[Blocked Image: https://dl.dropbox.com/u/4055243/tr.jpg]
[Blocked Image: https://dl.dropbox.com/u/4055243/decay/2.jpg]
Here's the theme template
[Blocked Image: https://dl.dropbox.com/u/4055243/cp_2.jpg]
[Blocked Image: https://dl.dropbox.com/u/4055243/cp_1.jpg]
thank you guys!
I never thought I would get that much response.
The left side wins, clearly. I also will do some alterations based on your criticism. :bananawrench:
@ above: looking good. I love the non 90° shapes.
Looks really promising Ravage, keep it up
Looking good mang, I remember when you showed me the last picture. Please finish it this time. ![]()
Quote from RaVaGeDisplay MoreLeft side without hesitation, but yeah it's a tad too red.Here's a TF² map i'm working on, pl_decay, it's a badwater gametype, 4 points to cap, i try to give to it an old industrial style, and visually, everything should be angled :> .
[Blocked Image: https://dl.dropbox.com/u/4055243/tr.jpg]
[Blocked Image: https://dl.dropbox.com/u/4055243/decay/2.jpg]
Here's the theme template
[Blocked Image: https://dl.dropbox.com/u/4055243/cp_2.jpg]
[Blocked Image: https://dl.dropbox.com/u/4055243/cp_1.jpg]
Really like the simplicity in those last two screenshots, looks really promising ![]()
https://dl.dropbox.com/u/4055243/tr.jpg
I really like this room =D
[Blocked Image: https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/21.jpg]
Put another 1.5 hours of work into this one today - not been working on it for a while. It's taking shape however.
Quote from cityy[Blocked Image: https://dl.dropbox.com/u/15072710/XonoticCompetition2012/Screenshots/21.jpg]Put another 1.5 hours of work into this one today - not been working on it for a while. It's taking shape however.
What game is that?
Quote from Kenturracjust some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course.External Content www.youtube.comContent 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.
that's nice
without having seen any of the flowgraph powering this I'm going to say this is probably one of the coolest examples what you can achieve with it!
i guess the gun is done with a particle emitter? can you go into a few details how those assets work and how your script is setup?
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