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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Mclogenog
    • November 11, 2012 at 9:57 PM
    • #9,761
    Quote from sixbyseven

    DM-Warren: TF2-style map, built in entirely in Unity. Still just flat colors and tweaking the lighting/style.

    Do you mean visual style, or gameplay style? The layout would be neat for something like Quake or UT, but it doesn't yet feel like TF2 to me.

    I'd also watch out for 45 degree slopes. They aren't much fun to walk on.

  • Squad
    • November 11, 2012 at 10:21 PM
    • #9,762

    Here are some WIP shots from a CSGO map I'm working on.

    It's actually a remake of which I made for CS 1.6 (but never got past releasing a first beta version). Before anyone points it out, it's inspired by some of the first TF2 pictures that were around:

    [Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy1sm.jpg]

    [Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy2sm.jpg]

    Everything is still very much WIP, but any C&C are more than welcome. On to a few screenshots:

    [Blocked Image: http://users.telenet.be/gus/csgo01.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo02.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo03.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo04.jpg]

    Many thanks and credits so far go to Magnar Jenssen and Rick Underhill for letting me use some of their textures from Mission Improbable and to TopHATTwaffle for a few others as well.

  • sixbyseven
    • November 12, 2012 at 1:29 AM
    • #9,763
    Quote from Mclogenog

    Do you mean visual style, or gameplay style? The layout would be neat for something like Quake or UT, but it doesn't yet feel like TF2 to me.

    I'd also watch out for 45 degree slopes. They aren't much fun to walk on.

    Gameplay and visual, in ways. More related to the "orange" levels. Simple, geometrical, laid out solely for the best play and not exactly to be a realistic location. Bright, primary colors and lots of AO. I suppose there could be other interpretations, but when I see this, I think of TF2

    Yeah, those 45 (and worse) slopes need to go. A lot of this was speed-build, so plenty of room for improvement. Thanks for comments!

  • Mclogenog
    • November 12, 2012 at 1:43 AM
    • #9,764
    Quote from sixbyseven

    Gameplay and visual, in ways. More related to the "orange" levels. Simple, geometrical, laid out solely for the best play and not exactly to be a realistic location.

    Gameplay-wise, it would be pretty weird for a TF2 level to let you run a complete circle around the map without passing through the center. I suggest making the bases more distinct, and doing more to funnel the players. Even so, it's a nice space for a speed-build!

    For my own part, I'm working on another UT3 level. Today I decided to drop the csg into UDK because UT3's old and ugly lighting was frustrating me:

    [Blocked Image: http://mclogeblog.files.wordpress.com/2012/11/iwish.jpg]

    Shame I can't make it look like this in UT3 :/

  • Vilham
    • November 12, 2012 at 9:16 AM
    • #9,765
    Quote from Squad

    Here are some WIP shots from a CSGO map I'm working on.

    It's actually a remake of which I made for CS 1.6 (but never got past releasing a first beta version). Before anyone points it out, it's inspired by some of the first TF2 pictures that were around:

    [Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy1sm.jpg]

    [Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy2sm.jpg]

    Everything is still very much WIP, but any C&C are more than welcome. On to a few screenshots:

    [Blocked Image: http://users.telenet.be/gus/csgo01.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo02.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo03.jpg]

    [Blocked Image: http://users.telenet.be/gus/csgo04.jpg]

    Many thanks and credits so far go to Magnar Jenssen and Rick Underhill for letting me use some of their textures from Mission Improbable and to TopHATTwaffle for a few others as well.

    Display More

    Just from an art thing, try breaking the floor up a bit. Maybe some lifted flagstones or small bricks, grass growing up through gaps etc.

  • knj
    • November 12, 2012 at 10:00 AM
    • #9,766

    colors <3

  • Rick_D
    • November 12, 2012 at 12:07 PM
    • #9,767
    Quote from Squad

    Many thanks and credits so far go to Magnar Jenssen and Rick Underhill for letting me use some of their textures from Mission Improbable and to TopHATTwaffle for a few others as well.

    Make sure you credit Magnar in the release, he is the mastermind behind it all!

  • sixbyseven
    • November 12, 2012 at 5:24 PM
    • #9,768
    Quote from Mclogenog

    Gameplay-wise, it would be pretty weird for a TF2 level to let you run a complete circle around the map without passing through the center. I suggest making the bases more distinct, and doing more to funnel the players. Even so, it's a nice space for a speed-build!

    Huh.That is generally true, come to think of it- although some KOTH and Arena maps do this sort of thing. Anywho, sweet looking UDK level!

  • LATTEH
    • November 13, 2012 at 4:08 AM
    • #9,769

    I added a little more color to the level.

    [Blocked Image: http://i.imgur.com/hxECcl.jpg]

    [Blocked Image: http://i.imgur.com/fAGByl.jpg]

    [Blocked Image: http://i.imgur.com/XhkqKl.jpg]

    [Blocked Image: http://i.imgur.com/iR9Ycl.jpg]

    [Blocked Image: http://i.imgur.com/dF5a8l.jpg]

    [Blocked Image: http://i.imgur.com/ymEbol.jpg]

    [Blocked Image: http://i.imgur.com/3IhmKl.jpg]

    [Blocked Image: http://i.imgur.com/RvZdPl.jpg]

    [Blocked Image: http://i.imgur.com/2edc3l.jpg]

    [Blocked Image: http://i.imgur.com/pnN8Zl.jpg]

  • ShockaPop
    • November 13, 2012 at 6:50 AM
    • #9,770

    Name the map ro2_silverstream, because the water looks like it.

  • ⌐■_■
    • November 13, 2012 at 2:07 PM
    • #9,771

    yeah the water is a little bright for your type of lighting but I like the new colors muh more overall

  • LATTEH
    • November 13, 2012 at 2:16 PM
    • #9,772

    lol ya i know everytime i fix the bright water and then build the lighting it becomes bright again D:

    Edit fixed the river i messed up with my the depth opacity in my shaders.

    [Blocked Image: http://i.imgur.com/4nTz8l.jpg]

  • Rick_D
    • November 13, 2012 at 7:09 PM
    • #9,773

    I can't quite put my finger on exactly why but everything feels kinda toy-like; it might be the camera angle but everything feels quite short and lacking in scale. It would be nice to throw in a large landmark to hold everything else together. The way the rocks/walls/bridge/terrain meet feels a little fake as well - possibly due to colour clashing and a lack of decals/blending between the surfaces.

    First thing I would suggest is to hit up some references.

    Debris would definitely tie things together and give it some history:

    [Blocked Image: http://gurdjieffbooks.files.wordpress.com/2011/07/bridge-41.jpg]

    Check out the nice big dirt on this, those large details really help when you're looking at something from far away, it removes the tiling and gamey feel:

    [Blocked Image: http://pcdn.500px.net/12892009/821fcfabf88f40f58a12b0a67d3e827c009d6c44/3.jpg]

    The fallen tree is great, plus all the little foliage that has grown really help tie the man-made stuff to the nature:

    [Blocked Image: http://www.harshrealm.net/caps/kein/0426.jpg]

    look at that huge train station - it's like the whole area is built around it, it oppresses everything and forces the landscape to squeeze in where it can. Something like this, a church, a station, a manor, a government building - something big and grand to give the place a purpose and pull everything together. Strange building footprints can really help to give the surrounding areas some character as they are forced to conform:

    [Blocked Image: http://farm3.staticflickr.com/2143/2109718916_30c7d8c6c9_z.jpg?zz=1]

    [Blocked Image: http://www.sacred-destinations.com/germany/cologne-cathedral-photos/wwii-bombing-cc-gordonr.jpg]

    This is just fucking awesome:

    [Blocked Image: http://userpics.triposo.com/p4Fwi2IgTAquCc099DF9ow.jpg]

    Check out the ruins, often the first thing to go if the roof due to fire - or it just being weak structurally. You get all the benefits of cover, but a nice silhouette and some interesting history to the architecture:

    [Blocked Image: http://i53.photobucket.com/albums/g64/PoorOldSpike/sub1/UShalft-bridge.jpg]

    This gives some structure to where the water meets the "dock" walls:

    [Blocked Image: http://1.bp.blogspot.com/-Ejo3XqjNfV0/TzYQeQKDCgI/AAAAAAAAIL0/CXUzKxCYrm0/s640/france-paris-german-occupation-Pont-du-Carrousel-bridge.jpg]

    Here they are cleaning up, but the sheer amount of debris really tells a story about what happened. The large "islands" of ruins also adds a lot of interest to what would just be a large piece of terrain:

    [Blocked Image: http://2.bp.blogspot.com/-KgJhi9GbfMQ/TXu8ATkvQSI/AAAAAAAABEI/yGVYQxBxk54/s1600/GERMANY-HISTORY-WWII-BRIT-002.jpg]

    I think with maps like this it's very hard to give the player a sense of scale. You need to throw in objects that they can recognise from the real world, and also keep your buildings from feeling too chunky or short. We're used to living in large cities (most of us) so we don't feel awed by the buildings of the 40's. A large scale helps to keep things feeling dangerous and overpowering; and as long as you have the reference objects to give things scale then it's going to turn out quite nice.

    Keep going man, and make sure you get reference for everything. Google like crazy and get a huge folder full of refs - find things that interest you or just seem cool, you don't have to build it all but it can (and will) help you immensely when you get stuck or something just doesn't feel quite right.

  • marnamai
    • November 13, 2012 at 11:31 PM
    • #9,774

    I humbly present you my latest work in progress, de_airport

  • sixbyseven
    • November 13, 2012 at 11:52 PM
    • #9,775

    Very nice! Complex but clean, and nice lighting coming in.

  • _gb
    • November 14, 2012 at 8:16 AM
    • #9,776

    Latteh: the bridge looks bigger than the buildings next to it, as if it was transplanted from a bigger city. It also looks surprisingly clean considering all the ruins around it.

    There also seem to be a lot of individual, separate buildings; it looks more like outskirts instead of a city center where I'd expect continuous rows of city blocks.

    http://www.muhs.de/d...9/12371MUHS.JPG

    Edit: the tree next to the bridge looks really tiny, most trees would be much bigger than that. A large tree can be more than 20 meters tall.

  • Puddy
    • November 14, 2012 at 8:45 AM
    • #9,777

    Marnamai: Cool early draft! Can be an interesting scenario!

  • Rick_D
    • November 14, 2012 at 4:36 PM
    • #9,778

    as the president of mapcore i find your request acceptable.

  • Vilham
    • November 14, 2012 at 4:40 PM
    • #9,779

    As Grand Chief of mapcore I dispute Ricks claim!

  • Squad
    • November 14, 2012 at 7:30 PM
    • #9,780

    marnamai, nice start! Looking forward to more pics of it

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