Completly awesome ! *_*
WIP in WIP, post your level screenshots!
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Nice one Rick!
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So Rick, did you send it by mail or with the sdk option ?
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by mail, didn't know there was another option til i read the thread here. maybe i should submit it there as well..
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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.
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Great work Rick!
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Great looking map, Rick!
I can't wait to play it on the next playtest here
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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]
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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.
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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.
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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.
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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!

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

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