WIP in WIP, post your level screenshots!
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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.
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And what's your advice ?
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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!
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[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/huehue.jpg]
Shit lighting and all, can't wait to finish this map

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looking tight!
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Work in porgress
[Blocked Image: http://puu.sh/6sRJ7][Blocked Image: http://puu.sh/6sSkt]
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Even though I really liked the shadow casting, it made the scene look too busy and hard to focus on a specific point...
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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!

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I do too much stuff at once.
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Started working on this again. This time I'm programming instead of doing everything in kismet
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24 seconds.
That headbutt

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it's a bug ;__;
I don't plan on it beeing bloody or violent like that, just placeholder fx from UDK

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defo keep it, pile driver attack
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top 10 run animation of all time not even joking
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That diving headbut was awesome. I'd play this just for that.
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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]
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Links arent working for me!
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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".
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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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