de_cargo Bombsite A:
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WIP in WIP, post your level screenshots!
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The map is almost finished, but I don't think it warrants a whole new thread, so I'll just post this here.
I've made a spleef/floor-break map with an underworld/hell theme, called Nether or spleef_nether. For those not familiar, the point of the game mode spleef is to break the floor under your oponents, causing them to fall into a lava pit underneath the world. In this map, there are two layers of stained glass, which you can break using a variety of weapons, which are randomly assigned to everyone at the start of the round.
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It's not supposed to be stunningly beautiful; most mini-game maps I've seen aren't really pushing the limits of graphical fidelity. This is really just a smaller project in between larger projects.You can get it on the Steam Workshop here.
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[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]
In game, shitty lighting as always.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/rav.jpg]
I need some advices, i'm not really sure about the colors/looks
It will be a huge industrial building next to the shore. -
Quote from RaVaGe
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]
I need some advices, i'm not really sure about the colors/looks
It will be a huge industrial building next to the shore.That looks amazing!

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2nd one !!!!
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Agreed, second one. Third one also has great potential but would benefit of some more point lighty stuff =)
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Second one all the way

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Quote from RaVaGe
In game, shitty lighting as always.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/rav.jpg]
I need some advices, i'm not really sure about the colors/looks
It will be a huge industrial building next to the shore.While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).
I can see the setup totally working for a dock yard at sunset with a pier and lighthouse

Bonne chance
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Quote from RaVaGeDisplay More
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/blorav_2.jpg]
In game, shitty lighting as always.
[Blocked Image: https://dl.dropboxusercontent.com/u/4055243/rav.jpg]
I need some advices, i'm not really sure about the colors/looks
It will be a huge industrial building next to the shore.Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.
Sort of Super Mario Sunshine esque
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Quote from will2k
While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).
I can see the setup totally working for a dock yard at sunset with a pier and lighthouse

Bonne chance
To further elaborate on my point, when I saw your pics, I immediately thought of Dishonored, specifically the Hounds Pit area at sunset.
I had this in mind when I recommended the sunset setting:
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You could go for a subtle sunset (orange-pinkish)
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or a pronouced sunset with LOTS of heavy orange
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I reckon both will work well with your architecture and mostly brown brick textures.
Dishonored would be a great reference for your map

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Quote from TheGuma
Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.
Sort of Super Mario Sunshine esque
Nah I want something rainny, there's enough sunny maps in tf2 already
, it also gives a tropical mood that I really like, keep in mind that I barely put the env_ligthing and compiled right after, it still needs a ton of work. -
This is what we will (hopefully
) playtesting on sunday:T-Spawn and enterance to A (on the left:
QuoteSame area - different view:
QuoteTo B- Ts coming from the left, CT from the right:
QuoteB:
QuoteThe ugly A
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^
Sexy! reminds me Just cause2

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new quake 3 / quakelive duel map set in an abandoned factory.
[Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_mh1.jpg]
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Love it Pat

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Quote from VIOLATION
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Reminds me of Drone from Black Ops 2.
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Hi ! I'm new here

I'm currently working on a game, here's a foliage & lighting test. Everything is moving with wind

Grass is supposed to receive light from the sun but for some weird reason I have to desactivate it

It's on source engine btw.
[Blocked Image: http://img110.xooimage.com/files/b/5/b/nag_village0005-4b048fa.jpg]
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Quote from CorentinFDisplay More
Hi ! I'm new here

I'm currently working on a game, here's a foliage & lighting test. Everything is moving with wind

Grass is supposed to receive light from the sun but for some weird reason I have to desactivate it

It's on source engine btw.
[Blocked Image: http://img110.xooimage.com/files/b/5/b/nag_village0005-4b048fa.jpg]
Corentin
Why it look sharpen at the distance ? -
Picked up my CTF map (CTF-Atmos) for UT4 today, currently working on brush architecture and lighting, the next step will be growing a pair and using blender to start making some models.
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