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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • TheOnlyDoubleF
    • January 22, 2014 at 8:37 PM
    • #10,801

    I'm working on a L4D2 scavenge map. As you can see, it's the Walking Dead West Central Prison (the TV serial version).


    I've finished to build the map and the gamemode. I'm now working on the environnement in the prison enclosure.


    Tell me what you think.


  • charlie
    • January 24, 2014 at 9:48 PM
    • #10,802
    Quote from TheOnlyDoubleF

    I'm working on a L4D2 scavenge map. As you can see, it's the Walking Dead West Central Prison (the TV serial version).


    I've finished to build the map and the gamemode. I'm now working on the environnement in the prison enclosure.


    Tell me what you think.


    I think that the visuals suffer the most because of stock content being used in such a way that doesn't really compliment things like the style of your map, making your map look bland and uninteresting.


    Edit: I removed the screenshot of my scene and I'm going to avoid posting any more information until the UDK work in question is completely finished.

  • TheOnlyDoubleF
    • January 24, 2014 at 10:25 PM
    • #10,803

    And what's your advice ?

  • 2d-chris
    • January 24, 2014 at 11:15 PM
    • #10,804

    The scale of your level looks pretty good, perhaps a little oversize but that's very common, if your working on a real life setting, it does no harm to look at photo reference if you want some ideas how to improve it visually (making each area a little more distinct)


    I think, at this point, if your goal is to make the map more "pretty" (I can't comment on how it plays) then I would put some time into understanding lighting techniques, your outsides are very flat, so no contrast in the shadows and your insides are extremely dark. With all those windows and a daytime setting you would have quite a bit of light inside. If there's one thing that can really throw a scene visually it's lighting that does not match what your brain is used to.


    Anyway, keep at it!

  • RaVaGe
    • January 25, 2014 at 7:32 AM
    • #10,805

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/huehue.jpg]


    Shit lighting and all, can't wait to finish this map

  • 2d-chris
    • January 25, 2014 at 2:52 PM
    • #10,806

    looking tight!

  • d3m0l1sh3r
    • January 26, 2014 at 3:36 PM
    • #10,807

    Work in porgress

    [Blocked Image: http://puu.sh/6sRJ7][Blocked Image: http://puu.sh/6sSkt]

  • selmitto
    • January 26, 2014 at 8:00 PM
    • #10,808

    Even though I really liked the shadow casting, it made the scene look too busy and hard to focus on a specific point...

  • D3ads
    • January 27, 2014 at 3:22 PM
    • #10,809
    Quote from Al Anselmo~Intelect0

    Even though I really liked the shadow casting, it made the scene look too busy and hard to focus on a specific point...


    Just like real life!

  • Spherix
    • January 27, 2014 at 6:00 PM
    • #10,810

    I do too much stuff at once.


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  • Pampers
    • January 27, 2014 at 6:57 PM
    • #10,811

    Started working on this again. This time I'm programming instead of doing everything in kismet early wip etc...


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  • Vilham
    • January 27, 2014 at 11:14 PM
    • #10,812

    24 seconds.


    That headbutt

  • Pampers
    • January 28, 2014 at 12:42 AM
    • #10,813

    it's a bug ;__;

    I don't plan on it beeing bloody or violent like that, just placeholder fx from UDK

  • Vilham
    • January 28, 2014 at 1:33 AM
    • #10,814

    defo keep it, pile driver attack

  • Erratic
    • January 28, 2014 at 3:01 AM
    • #10,815

    top 10 run animation of all time not even joking

  • dux
    • January 28, 2014 at 6:31 PM
    • #10,816

    That diving headbut was awesome. I'd play this just for that.

  • cashed
    • January 29, 2014 at 12:44 AM
    • #10,817

    Some new screens, added some CC in photoshop to gauge where I'd like it. Thoughts?


    [Blocked Image: http://i.imgur.com/9mHjXBV.jpg]

    [Blocked Image: http://i.imgur.com/3yk89gh.jpg]

    [Blocked Image: http://i.imgur.com/jPYn8Ez.jpg]

    [Blocked Image: http://i.imgur.com/7bQH89j.jpg]

  • PogoP
    • January 29, 2014 at 1:36 AM
    • #10,818

    Links arent working for me!

  • kikette
    • January 29, 2014 at 8:48 AM
    • #10,819

    Nice ! But the only thing I could suggest you is to add some "story telling" since it looks too generic. Drop some props in the same corner ( superimposed tables, etc) to suggest that someone tried to free the space and recover few usefull things before leaving it to nature. Also, you really should go further in a specific thematic since the current one isn't very "colored".

  • El Moroes
    • January 29, 2014 at 9:14 AM
    • #10,820
    Quote from cashed


    Some new screens, added some CC in photoshop to gauge where I'd like it. Thoughts? - screenshots -


    I agree with kikette.

    I think if your theme is "greenhouse" you should go further in it.
    I remember a map from the great (oooh yeah) 3D-Mike called de_greenhouse where he exploited well this thematic.

    Try to find it and test it (it's based on cs1.6 and I can't find it on the regretted lanmaniax website) - I know it's old but he used the thematic well

    Here some screens I found :


    [Blocked Image: http://www.counter-strike.pl/pliki/images/102002/greenhouse2.jpg]

    [Blocked Image: http://www.counter-strike.pl/pliki/images/102002/greenhouse1_m.jpg]

    [Blocked Image: http://www.counter-strike.pl/pliki/images/2004/06/cs_greenhouse.jpg]

    [Blocked Image: http://www.mataleone.com/spotlight/cs_greenhouse01.jpg]

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