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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ShockaPop
    • December 16, 2013 at 7:19 AM
    • #10,721

    Kolari, your map looks nice. Has the Dear Esther-ish feel to it. That's not necessarily good when it comes to gameplay in CSGO. Textures are bit too noisy, making it easy for players to blend in them.


    Can't wait to play the map though, it looks nice and I like the displacements (you did these by hand?).

  • KOLARI
    • December 16, 2013 at 12:43 PM
    • #10,722

    Thanks Sotapoika. I know the map doesn't have your typical CSGO atmosphere, but with these huge displacements I feel like it's necessary to have quite a lot of fog and dim lighting to make it look decent. But I will try to find something that fits more CSGO.


    I made the displacements by hand and I am not quite happy with them yet :/ I am already trying to remake them. I find it hard to make realistic looking mountain/hills.


    One way would be trying to go for winter theme after all, which I have had in my mind but im not really keen about the extra work that would bring.


    And I guess I need to learn some modelling as I want to create small crane as there is one in the original map too. The lighthouse that squad suggested would require to be modelled too I think.

  • Squad
    • December 16, 2013 at 4:54 PM
    • #10,723

    I guess that depends. Are the mountains in the actual map or is it all 3D skybox? It shouldn't have to be superdetailed either, as it's high up.

  • KOLARI
    • December 16, 2013 at 5:12 PM
    • #10,724

    Everything except far distance sea is on the actual map but I intend to move the unplayable area of the mountains into 3d skybox as I get the displacements done.

  • Skacky
    • December 17, 2013 at 12:31 AM
    • #10,725

    Been working on that for the Quake The Way id Did speedmapping session at func. I'm trying to replicate American McGee's style.


    [Blocked Image: http://i.imgur.com/v49Eylhl.jpg]


    [Blocked Image: http://i.imgur.com/NZVWSC8l.jpg]

  • mjens
    • December 17, 2013 at 8:21 AM
    • #10,726

    Sweet

  • Skacky
    • December 17, 2013 at 5:35 PM
    • #10,727

    Thanks man. I released it on func_msgboard in the speedmapping thread.

  • RaVaGe
    • December 17, 2013 at 6:01 PM
    • #10,728

    There has been so much improvements on the game engines since this decade.


    [Blocked Image: http://www.home.no/markus-l/co_mistral5.jpg]


    [Blocked Image: http://i.imgur.com/v49Eylhl.jpg]


  • Radu
    • December 22, 2013 at 12:09 PM
    • #10,729

    It certainly changed a lot over the previous weeks. Any feedback would be greatly appreciated. I'm planning on making the middle area some sort of warehouse, the rest of the map being quite open- a forest.


    [Blocked Image: http://oi44.tinypic.com/2v15kwm.jpg]

  • Skacky
    • December 28, 2013 at 7:04 PM
    • #10,730

    More Quake because I can. Almost released.


    [Blocked Image: http://i.imgur.com/2ypTcr1l.jpg]


    [Blocked Image: http://i.imgur.com/88O08Ahl.jpg]


    [Blocked Image: http://i.imgur.com/b2xHCbJl.jpg]


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


    [Blocked Image: http://i.imgur.com/RFk025dl.jpg]


    [Blocked Image: http://i.imgur.com/T41OEW1l.jpg]

  • mjens
    • December 28, 2013 at 8:21 PM
    • #10,731

    Lovely!

  • selmitto
    • December 29, 2013 at 12:19 AM
    • #10,732

    daaaaaayum!

    dat brushwork !

  • Skacky
    • December 29, 2013 at 10:26 AM
    • #10,733

    Thanks. That monster has 16k brushes.

  • Sprony
    • December 29, 2013 at 11:27 AM
    • #10,734
    Quote from Skacky

    More Quake because I can. Almost released.


    [Blocked Image: http://i.imgur.com/2ypTcr1l.jpg]


    [Blocked Image: http://i.imgur.com/88O08Ahl.jpg]


    [Blocked Image: http://i.imgur.com/b2xHCbJl.jpg]


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


    [Blocked Image: http://i.imgur.com/RFk025dl.jpg]


    [Blocked Image: http://i.imgur.com/T41OEW1l.jpg]

    Display More


    I'm loving this


    One minor thing. I think the bookcases are going too high. Even for Quake, this feels out of place imo. Also, maybe you could use some banners or something to break up the brick walls in the last shot.

  • mjens
    • December 29, 2013 at 11:53 AM
    • #10,735

    Banner thing is a good idea! Oh damn, I wanna make a Q1 map so much!!!

  • Sprony
    • December 29, 2013 at 2:33 PM
    • #10,736
    Quote from seir

    Banner thing is a good idea! Oh damn, I wanna make a Q1 map so much!!!


    If time is an issue, why don't you do a collaborative map with someone?

  • mjens
    • December 29, 2013 at 5:47 PM
    • #10,737

    Nah, it's not time. After work I can't get myself to mapping...

  • Eyce
    • December 30, 2013 at 7:33 AM
    • #10,738

    TF2 Arena map distraction from another project. Modded some existing particles & a skybox to fit a "whiteout" in Antarctica theme.

  • blackdog
    • December 30, 2013 at 5:40 PM
    • #10,739

    I know it's just Quake but... bookshelves exposed to the effects of nature?

  • Bakscratch
    • January 4, 2014 at 2:15 AM
    • #10,740

    A Map I'm currently touching up, Its an asymmetrical arena map.


    [Blocked Image: https://dl.dropboxusercontent.com/u/12945353/maps/2014-01-01_00002.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/12945353/maps/ship/2014-01-04_00001.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/12945353/maps/ship/2013-12-30_00012.jpg]

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