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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Castle
    • May 13, 2015 at 10:57 PM
    • #11,921
    Quote from cashed

    new gig?


    Not sure if this was asked to me.


    This project is just me having some fun while I get ready to work at Digital Extremes. Its a similar workflow too so its good practice


    Here is the most recent pics.


    [Blocked Image: http://i.imgur.com/60F7Vdc.jpg]


    [Blocked Image: http://i.imgur.com/90IdoxW.jpg]


    [Blocked Image: http://i.imgur.com/GLYZ4AK.jpg]


    [Blocked Image: http://i.imgur.com/B62O0BH.jpg]

  • Deathy
    • May 15, 2015 at 12:23 AM
    • #11,922

    Low-detail shape up of my left-side mid for DE_FongHuang. Still has to look more worn out and messy.. construction sites are never that clean.

    [Blocked Image: http://abload.de/img/745_screenshots_2015-ecuvv.jpg]

  • Erratic
    • May 15, 2015 at 1:11 AM
    • #11,923

    Yeah, there's a lot of stuff but none of it seems out of place.

  • Castle
    • May 15, 2015 at 11:11 AM
    • #11,924

    Ok as of tonight I have my new version of Hardwall ready to play. Now its back to working on the mods game play.


    [Blocked Image: http://i.imgur.com/ub9i6l7.jpg][Blocked Image: http://i.imgur.com/EpGWLiE.jpg][Blocked Image: http://i.imgur.com/MoX21Mp.jpg][Blocked Image: http://i.imgur.com/xDOF7nQ.jpg]

  • PogoP
    • May 18, 2015 at 1:12 AM
    • #11,925

    Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop.


    5 points if you guess the game, shouldn't be too hard here on Mapcore


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/ss_3_a.jpg]

  • leplubodeslapin
    • May 18, 2015 at 1:31 AM
    • #11,926

    Yoshi's Island ?


    It looks so damn great

    This is fully made and rendered within Substance ? Or another engine such as the UE4 ? (I don't really know how these new techs work)

  • El_Exodus
    • May 18, 2015 at 1:42 AM
    • #11,927

    The UI looks like UE4

  • Vilham
    • May 18, 2015 at 2:18 AM
    • #11,928
    Quote from PogoP

    Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop.


    5 points if you guess the game, shouldn't be too hard here on Mapcore


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/ss_3_a.jpg]

    Dat, HL2 radiator.

  • tr0nic
    • May 18, 2015 at 6:16 AM
    • #11,929

    Dat HL2 Lightbulb you mean


    edit: hum not sure..

  • Vilham
    • May 18, 2015 at 10:44 AM
    • #11,930

    It is, fairly certain this is from city 17.

  • leplubodeslapin
    • May 18, 2015 at 11:33 AM
    • #11,931

    Of course it is, right before the assault on poor citizens by combines ^^ i was juste joking

  • Drakeee
    • May 18, 2015 at 11:40 AM
    • #11,932

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


    So this is an overview, sort of - of the map i've been working on. Everyone's favourite inferno/italy theme, might try and get a playtest for it in the next few weeks. I'm going to start a thread soon, layout feels ok to me but there's no way to test that without the playtest!

  • Vorontsov
    • May 18, 2015 at 11:43 AM
    • #11,933
    Quote from PogoP

    Wanted to try and tackle a scene and texture everything entirely using Substance Designer.


    Fuck it looks great, this is the kind of shit that makes me want to try and learn Substance Designer 5 since I have it but I'm blocking out a shitty layout

  • D3ads
    • May 18, 2015 at 3:35 PM
    • #11,934
    Quote from PogoP

    Started on a new scene a while ago, been working on it on and off the past few weeks or so.. Wanted to try and tackle a scene and texture everything entirely using Substance Designer. We use it a lot at work and I've been getting my own set-up sorted at home. This software is just so powerful, it's really blown me away. Nothing in the scene so far is textured in Photoshop.


    5 points if you guess the game, shouldn't be too hard here on Mapcore


    [Blocked Image: https://dl.dropboxusercontent.com/u/7557268/Unreal/City17/Screens/ss_3_a.jpg]


    HL3 CONFIRMED!111111

  • blackdog
    • May 18, 2015 at 5:25 PM
    • #11,935

    HL2 Source 2

    Great job Pogo!

    Would be wonderful to be able to get that result for HL

  • VIOLATION
    • May 20, 2015 at 4:10 AM
    • #11,936

    Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable.

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

    Not so sure about the Mid entrances for Terrorists and the approach to A as well.

    Note that there are some areas that can't exactly be seen too well from the overview as all I did was hop into game to take it instead of polishing it up being that essentially everything is subject to change. There are two rooms directly to the right of A that are unseen in this overview as only the top room can be seen. The top room is reached through the stairs in A and along the catwalk. The room itself has a ramp down to CT side of Mid. The room under it simply is connected to A and has an exit to the adjacent room on the top side of it.

    Anyways I've also got some concerns about the amount of angles and positions that need to be checked when entering A as there are 4 entrances and an upper catwalk around the perimeter of the room itself.

    A (Hammer Screens):


    Quote

    [Blocked Image: http://i.gyazo.com/620078d729dbd19a0f24796980cd243e.jpg][Blocked Image: http://i.gyazo.com/22e23fd8df16dc1820b83caa6604685c.jpg]


    and here's B (Hammer):

    Quote

    [Blocked Image: http://i.gyazo.com/5264945319083c058dbb84e46b72539d.jpg]


    Most of the interior has been generally textured so I can fiddle with the lighting and test visibility and all.


    Theme is a Cuban Villa/Church/Clocktower sort of deal.


    Any and all feedback would be greatly appreciated. Thanks!

  • pat h
    • May 20, 2015 at 7:18 AM
    • #11,937

    two more shots of my Q3 map Trespass, which is now testable here: http://quake3world.com/forum/viewtopi…t=50967&start=0


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_ra3.jpg]


    [Blocked Image: https://dl.dropboxusercontent.com/u/3305662/baseq3/screenshots/kara/phdm5_ya1.jpg]

  • Vaya
    • May 20, 2015 at 7:45 AM
    • #11,938
    Quote from VIOLATION

    Need some feedback on this layout. Never really mapped for a competitive sort of feel before but this is one of a couple I've been working on and off with to try and create something at least slightly viable.

    you should post this in it's own thread. this one is really just for pretty screenshots

  • 2d-chris
    • May 21, 2015 at 7:21 PM
    • #11,939

    Been working on a Volcano CTF map for UT, been a blast to make (phun intended) I'm a huge Volcano nerd, it's been tough to get the impression of scale, boundaries and sight lines working, particularly when your passionate about doing the theme justice. Rebuilt this sucka 3 times to get to where I am now. It's a blend of facing worlds, Eternal Cave and Lava Giant, to make that old school UT feel. It should be in the official build pretty soon.


    [Blocked Image: http://i60.tinypic.com/efewjr.jpg]

  • 2d-chris
    • May 22, 2015 at 4:54 PM
    • #11,940

    This thread has 1.2million views! :cool:

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