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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • TermInator525
    • May 29, 2014 at 2:15 PM
    • #11,081

    I found a style I like. This Scene is lacking of details, env_fog, physics props and overlays. Its only a test to find the right visual style for my tunnels.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/3264294907107098820/FD351AF0F442EFCFD76620AA0E2634DFF1340E16/]

  • Vilham
    • May 29, 2014 at 2:36 PM
    • #11,082

    bunkers are the best.

  • Castle
    • May 30, 2014 at 9:57 AM
    • #11,083

    Getting a rough art pass in place on my UT4 level layout. The goal is to make something akin to a portal test chamber but detailed enough to take advantage of the engine.


    [Blocked Image: http://i.imgur.com/EaK43sK.jpg]

    [Blocked Image: http://i.imgur.com/wa9oVGC.jpg]

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  • dux
    • May 30, 2014 at 3:49 PM
    • #11,084

    These last few pages have been real A+ stuff.

  • blackdog
    • May 30, 2014 at 6:20 PM
    • #11,085

    Yes, lots of good stuff.

    And speaking of DoD, the layout in your interpretation of that artwork Fmpone reminds me of something i did start and never finished now i wonder what's behind that corner ^^

  • ZZZ
    • June 1, 2014 at 1:48 AM
    • #11,086

    Morbias III for UT and Unreal 1. Changing the lighting and architecture inside the lift rooms. Got rid of the grey pipes attached for no reason on the walls.


    [Blocked Image: http://s20.postimg.org/gaojz6fgp/shot1_v1_1.jpg] [Blocked Image: http://s20.postimg.org/q9e3zeea1/shot2_v1_1.jpg] [Blocked Image: http://s20.postimg.org/kvaqe3z61/shot3_v1_1.jpg]


    (high res lightmap, heard that it can be 2048 x 2048 now, thanks to unreal 1 community patches)

  • Castle
    • June 1, 2014 at 3:03 AM
    • #11,087
    Quote from 0kelvin

    Morbias III for UT and Unreal 1. Changing the lighting and architecture inside the lift rooms. Got rid of the grey pipes attached for no reason on the walls.


    [Blocked Image: http://s20.postimg.org/gaojz6fgp/shot1_v1_1.jpg] [Blocked Image: http://s20.postimg.org/q9e3zeea1/shot2_v1_1.jpg] [Blocked Image: http://s20.postimg.org/kvaqe3z61/shot3_v1_1.jpg]


    Woah Unreal 1 and UT level??

  • kinggambit
    • June 1, 2014 at 5:16 AM
    • #11,088
    Quote from FMPONE

    Been working on this while I polish Crown, it's based on a piece of concept art by Jonas De Ro. He was nice enough to approve:


    [Blocked Image: http://theroundtablet.com/wp-content/uploads/2011/07/oaks-crossing.jpg]

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


    This is probably gonna be a solo project.

    Display More

    Are you postponing/scrapping that bridge map you were testing out a while back?

  • FMPONE
    • June 1, 2014 at 7:13 AM
    • #11,089
    Quote from kinggambit

    Are you postponing/scrapping that bridge map you were testing out a while back?


    I'm currently postponing/scrapping 9 million projects


    Thanks for the kind words and feedback so far. I'll start a WIP thread for this map soon I guess.

  • E.A.
    Guest
    • June 2, 2014 at 1:16 AM
    • #11,090

    Been on the shelf for a while. This would be just one little section (bomb site) of the map. Don't mind the lighting issues and imperfections.


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

  • BJA
    • June 2, 2014 at 12:39 PM
    • #11,091

    [Blocked Image: http://i.imgur.com/EaK43sK.jpg]


    Must be because of those doorways but it has a nice Quake 3 vibe which is not a bad thing at all

  • Castle
    • June 2, 2014 at 9:28 PM
    • #11,092
    Quote from BJA

    Must be because of those doorways but it has a nice Quake 3 vibe which is not a bad thing at all


    I think its ultimately engrained in my mapping style from my quake 3 mapping days.

  • Hipshot
    • June 2, 2014 at 11:52 PM
    • #11,093

    And here's some real Quake 3 things!


    I've resume working on my level from like 2009 and this is what I did this weekend, this area didn't really have anything at all...

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_81_hq.jpg]


    It looked like this when I worked on it the last time, hmm, 2010 while I was on Starbreeze-1

    [Blocked Image: http://zfight.com/misc/images/maps/m8/m8_83.jpg]

  • FMPONE
    • June 3, 2014 at 12:58 AM
    • #11,094

    I love it. Old school mapping contest please.

  • Castle
    • June 3, 2014 at 5:57 AM
    • #11,095

    Hope this isn't too many. Its the blockmesh and art phase of my UT4 map. Its almost ready for release this week so I can get feedback.


    [Blocked Image: http://i.imgur.com/i9QR1O2.jpg]
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  • will2k
    • June 3, 2014 at 4:28 PM
    • #11,096
    Quote from Castle

    UT deathmatch FTW

  • FrieChamp
    • June 4, 2014 at 2:52 PM
    • #11,097
    Quote from Castle

    Hope this isn't too many. Its the blockmesh and art phase of my UT4 map. Its almost ready for release this week so I can get feedback.


    [Blocked Image: http://i.imgur.com/i9QR1O2.jpg]

    [Blocked Image: http://i.imgur.com/mKkUm8V.jpg]

    [Blocked Image: http://i.imgur.com/xVz4w2g.jpg]

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    Display More


    Yo Castle, isn't the first UT Alpha still months away from being released to the public?

  • FMPONE
    • June 4, 2014 at 3:00 PM
    • #11,098

    That's what a beast this guy is! Seriously, I'm loving these update shots dude. It's fantastic. My critique would be that this looks like a nice, fairly generic "under" layer. I now want to see you take it in a new, interesting direction with a "twist" which would go over your sci-fi hexagon kind of style. I'm thinking nature (overgrowth) + hexagons, or holo screens and girders + hexagons, something + the hexagon foundation to really bring it all to life and to it together into something unique.

    I'm curious to hear if you had any of that in mind thematically, what your gameplan is. Keep up the great work.

  • mr.P
    • June 4, 2014 at 8:22 PM
    • #11,099

    ye thats some nice shizzle castle! agree with fmpone, wanna see/hear more about the art style dressing that will go ontop, would not mind if it was in a bottom mineshaft with some steep ass rockwalls leading up to a scorched surface with some chains etc hanging down for some nice parallax,

    or overgrowth theme, might go more inhand with the temple-ish style already in there...

    [Blocked Image: http://i4.photobucket.com/albums/y138/phantazm11/Level%20Design/temple_10.jpg]

  • mr.P
    • June 4, 2014 at 8:36 PM
    • #11,100

    got a lil update myself, was hoping to have this level done this week, but ranges are in the finals...nuf said,


    slowly and steady shaping up, got a early (and currently outdated) version of the map on the workshop if anyone wants to check it out, its called "carry - wip" (friends only)


    anyways, you are looking at the ship's forward elevator, used for transporting aircrafts to main deck, lane #1, and internal transport of cargo from second deck to main hangar deck,

    in this case it serves as one of the sites onboard the aircraft carrier, not sure about the dual plant options since it havent been propperly playtested, otherwise the layout hasnt changes since the previous version


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