Q1 textures <3<3<3
WIP in WIP, post your level screenshots!
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Thanks guys! There's still a small but dedicated following over at Quake3world.
YAGER: You know that this isn't the alpha I posted earlier right? Just to make sure

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Got back to working on my CSGO map. Ignore the lighting errors on models, 'twas a fast compile

[Blocked Image: http://cloud.steampowered.com/ugc/937007313294120558/1973755EB30A4A84C3B5FBD3F0B1DE5A6B2C6B8C/]
[Blocked Image: http://cloud.steampowered.com/ugc/937007313294110353/EB347FA82B53B9A53E11ADE3816A3E0523EC9A6A/]
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Nothing about any of this architecture is realistic or viable, but you have a refined color pallet here and I love it.
Keep going with it and hopefully it plays well.
Id scale the window texture down on the right hand side in both images or maybe use a glass texture that has a bottom trim on it because the current one just sort of cuts off randomly. I would add some height variation in the second image or around the whole map in general.
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A lot of the textures are placeholder for now, and I'm likely to replace things like windows and trims with custom models.
That is actually just a small section I cordoned compiled, the full layout is complete and has been tested to death (but in dev textures form) and I'm going through polishing each area up

An example of bombsite A;
[Blocked Image: http://cloud.steampowered.com/ugc/487752896019608609/38D68A1F54C67103B1A60AF19C35CAF40ED2154E/]
I actually tried to make the whole map coherent in terms of height and space, the whole map slopes down from T spawn to CT. Maybe that just isn't apparent in those two screenshots.
I'll keep in mind your thoughts about the architecture not being realistic (though I did base a lot on reference photos), as it's something I'll tweak progressively down the line!
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I meant it not being realistic as a good thing. sorry, I should have clarified.
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Oh haha
no worries then.I think we're both partly correct. I'm using 'realistic' geometry and shapes seen in particular types of buildings & architecture, but arranging them in a specific way that wouldn't likely exist as a complex in real life.
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Beautiful colors
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I'm going to have to disagree and say that your choice of textures, props and your architecture makes the map seem like a mish-mash of different ideas lacking any sense of unity. It seems too "busy".
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I agree its a little too busy, but thats nothing removing a few icicle awnings cant solve.
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TBH nuclear waste probably wouldn't just stand around in some back yard like this.
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Quote from _gb
TBH nuclear waste probably wouldn't just stand around in some back yard like this.
The Terrorists drove it in with the pick up truck and dumped it there, originally planning to set it up at the smokestacks, but ran out of time and focused more on the primary target (the shipping area at the docks).
I might change the truck type, as it's not very big atm.
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i've been loosely working from a concept i painted before this map was even an idea.
for cs:go.
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq1.png]
the sunshading is all dispacements for the moment...the textures and illumination look a little wonky.
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq_concept_wip.png]
[Blocked Image: http://i125.photobucket.com/albums/p45/atelierzed/souq/souq1_zoom.png]
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Nice concepts man

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Little WIP of an aim_ map I'm working on for a contest.
There's not a lot to say, It's an old warehouse. I especially enjoyed making lighthing !

I still need to place the boxes and to add some details here and there.
[Blocked Image: http://uppix.net/8/d/1/cc4da85e892823a58613110d3c8e2tt.jpg]
[Blocked Image: http://uppix.net/2/4/b/763dcc4ac2b337c7c3fbeb717c652tt.jpg]
[Blocked Image: http://uppix.net/b/9/f/f11a969bf506928f2cdc8b9e6299ftt.jpg]
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Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down?
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Quote from Psy
Not a big fan of those wall lights near the floor. Perhaps try toning the brightness down?
Agree; my first impression was that there are too many, but really they are "too many, too bright", usually pathway lights are smaller, dim.
Having those like this makes me notice "Oh, not a single one is broken"

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DM-Warren: TF2-style map, built in entirely in Unity. Still just flat colors and tweaking the lighting/style.
More info on the Unity forums: (link), or here on mapcore:
Play it in your browser!: http://www.sixbysevenstudio.com/probuilder/DM-Warren_Web/
Screenshots:
[Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%285%29.jpg]
[Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%287%29.jpg]
[Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2810%29.jpg]
[Blocked Image: https://dl.dropbox.com/u/16902251/DM-Warren%20Screenshots/DM-Warren_FlatColors%20%2811%29.jpg]
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