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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • kikette
    • January 28, 2013 at 6:24 AM
    • #10,001

    Completly awesome ! *_*

  • Rick_D
    • January 28, 2013 at 7:04 AM
    • #10,002
    Quote from JeanPaul

    Where did this come from? How long did it take you?

    on and off about 6 weeks i think.

  • Corwin
    • January 28, 2013 at 8:37 AM
    • #10,003

    Nice one Rick!

  • ElectroSheep
    • January 28, 2013 at 9:08 AM
    • #10,004

    So Rick, did you send it by mail or with the sdk option ?

  • Rick_D
    • January 28, 2013 at 2:07 PM
    • #10,005

    by mail, didn't know there was another option til i read the thread here. maybe i should submit it there as well..

  • ElectroSheep
    • January 28, 2013 at 3:04 PM
    • #10,006

    Everything is explained here : https://developer.valvesoftware.com/wiki/CSGO_Map_Publish_Tool

    That's all for the moment. If I read this correctly, flash file for the loading screen will not work as Moroes and me failed to make it working in the bsp but the tool doesn't allow us to send it.

  • D3ads
    • January 28, 2013 at 4:09 PM
    • #10,007

    Great work Rick!

  • selmitto
    • January 29, 2013 at 2:42 AM
    • #10,008

    Great looking map, Rick!

    I can't wait to play it on the next playtest here

  • Skacky
    • January 31, 2013 at 2:18 PM
    • #10,009

    I posted this over to UWE as well but I thought I could post progress here too.

    [Blocked Image: http://i.imgur.com/QPvFY7ll.jpg]

    [Blocked Image: http://i.imgur.com/fsVT2NPl.jpg]

    [Blocked Image: http://i.imgur.com/Mxrq0Ynl.jpg]

  • BaRRaKID
    • January 31, 2013 at 5:16 PM
    • #10,010

    It would probably be a good idea to reduce the amount of lights. Use just a couple of them to accentuate the architecture or to give more focus to important areas.

  • FMPONE
    • January 31, 2013 at 7:25 PM
    • #10,011

    Think more analytically about your lights. Light should light up doorways, and provide illumination for the room. Nothing else. Lights for design or aesthetic reasons have to be incredibly well placed and can only happen once the other stuff is taken care of.

    [Blocked Image: http://i.imgur.com/fsVT2NPl.jpg]

    in this shot for instance, notice how none of the lights in and of themselves appear to have any real effect in lighting the room. it's almost as if you're suggesting that the total of the lights is what is lighting the room. That's very disorienting for players. Light up doorways, and have the props which are providing the light be believeable for the amount of light created. Same thing for the rest of the room, have lights which are believably illuminating the entire playable area.

  • Skacky
    • February 1, 2013 at 11:17 AM
    • #10,012

    Thanks for your feedback FMPONE. I'm going to do something else with my lights. I'm thinking of adding more floor lights that would provide a little bit of lighting there and ditch some of the neon lights, and of course add lights on the doorways.

  • Squad
    • February 1, 2013 at 1:50 PM
    • #10,013

    The 2 orange spots in the middle of the picture above seem needless.

    Good idea to add some lighting to the floor somehow, try to make it clear how the player could/should navigate through the level. Some subtle stair lighting would also draw more attention to where the pathways are going.

    [Blocked Image: https://encrypted-tbn3.gstatic.com/images?q=tbn:ANd9GcTFzUAmGLqm6wuHRt4bXoUcPj4k1Q5cwlchY3pm4jtD4QBjP9MP]

    Big improvement to the former lighting btw!

  • holiestcows
    • February 1, 2013 at 7:06 PM
    • #10,014

    That NS2 stuff is pretty cool, even if its not perfect yet, I just really like the engine.

    Anywho, some of you may remember this from when I posted it last month, well here it is, but ive done some changes to the level, but most of it was code changes done, for the source mod.

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  • SamCom
    • February 8, 2013 at 3:33 AM
    • #10,015

    Ugh, been staring unproductively at this for far too long. Keep jumping in to Hammer and moving brushes back and forth and not getting much work done.

    It's supposed to be a sequel for Station 51. I have most of the encounters scripted in, but there are some pretty big dead spots and areas I don't know what to do with.

    Here, have an unlit, dev textured screenshot.

    [Blocked Image: http://i.imgur.com/G3AyxjA.jpg]

    Anyone feel like playtesting an unfinished map?

    If so: https://dl.dropbox.com/u/19779737/station51part2alpha.bsp

    Copy that bad boy into your half-life 2 episode twoep2maps folder, then 'map station51part2alpha' in the console.

    Very much unfinished, but thoughts on it appreciated. Hopefully there's enough there to look at.

  • RedYager
    • February 8, 2013 at 4:03 AM
    • #10,016

    Hey, I'd be interested in having a run around in it

  • Mclogenog
    • February 9, 2013 at 6:23 AM
    • #10,017

    Another UT3 level I'm working on. Started it yesterday, so I'm feeling pretty good about it so far.

    [Blocked Image: http://mclogeblog.files.wordpress.com/2013/02/untoldstorage_02.jpg?w=368]

    [Blocked Image: http://mclogeblog.files.wordpress.com/2013/02/untoldstorage_03.jpg?w=368]

    EDIT: It's not clear from the image, the black pillar is a floating monolith.

  • Froyok
    • February 9, 2013 at 7:09 AM
    • #10,018

    UT3 or UDK ?

  • Mclogenog
    • February 9, 2013 at 7:33 AM
    • #10,019
    Quote from Froyok

    UT3 or UDK ?

    UT3. The lighting would look much better if it was UDK.

  • Froyok
    • February 9, 2013 at 9:21 AM
    • #10,020

    Ok, I was curious. You choose UT3 for the gameplay then ?

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