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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • selmitto
    • September 5, 2012 at 9:18 PM
    • #9,541

    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

  • TermInator525
    • September 6, 2012 at 6:39 AM
    • #9,542

    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]

    [Blocked Image: http://bildupload.sro.at/a/thumbs/compare3_1.jpg] [Blocked Image: http://bildupload.sro.at/a/thumbs/compare3_2.jpg]

  • selmitto
    • September 6, 2012 at 6:45 AM
    • #9,543

    Left side. But maybe decrease the red amount just a little.

  • ShockaPop
    • September 6, 2012 at 8:19 AM
    • #9,544

    TermInator525

    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.

    Hollow

    Love the overview shot! Can't wait to see more of the map.

  • ElectroSheep
    • September 6, 2012 at 9:23 AM
    • #9,545

    Left side, no hesitation ^^

  • FMPONE
    • September 6, 2012 at 11:25 PM
    • #9,546

    Right side is a bit better, more soothing to the eyes

  • Beck
    • September 6, 2012 at 11:49 PM
    • #9,547

    External Content www.youtube.com
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    Right side for me

  • Chimeray
    • September 7, 2012 at 9:19 AM
    • #9,548

    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.

  • Froyok
    • September 7, 2012 at 8:29 PM
    • #9,549

    Right side for me.

    Feels more natural with the mood of the map. The left one feels like a crappy filter applied with Instagram.

  • Mr. Happy
    • September 8, 2012 at 4:16 AM
    • #9,550

    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:

    --------------

    -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.

  • RaVaGe
    • September 8, 2012 at 10:56 AM
    • #9,551

    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]

  • TermInator525
    • September 8, 2012 at 11:32 AM
    • #9,552

    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.

  • Mazy
    • September 8, 2012 at 8:27 PM
    • #9,553

    Looks really promising Ravage, keep it up

  • Skacky
    • September 8, 2012 at 10:11 PM
    • #9,554

    Looking good mang, I remember when you showed me the last picture. Please finish it this time.

  • Minos
    • September 9, 2012 at 5:59 AM
    • #9,555
    Quote from RaVaGe

    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]

    Display More

    Really like the simplicity in those last two screenshots, looks really promising

  • kikette
    • September 9, 2012 at 5:42 PM
    • #9,556

    https://dl.dropbox.com/u/4055243/tr.jpg

    I really like this room =D

  • cityy
    • September 10, 2012 at 12:10 AM
    • #9,557

    [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.

  • Kenturrac
    • September 11, 2012 at 4:18 AM
    • #9,558

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    just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course.

  • kanine01
    • September 11, 2012 at 4:35 AM
    • #9,559
    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?

  • e-freak
    • September 11, 2012 at 7:40 AM
    • #9,560
    Quote from Kenturrac

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    just some scripting training. tried to rebuilt the beat hazard mechanic with flowgraph except for the procedural music spawning of course.

    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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