WIP in WIP, post your level screenshots!
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Hello! I'm new here! I've just joined about 30 minutes ago. I decided under a year ago that I'd get serious about level design, but for right now, I only have WIP screen shots to show.
This is over the course of 4 months, but there is much more to show. This was before I knew the importance of blocking out my map, which added much more time. It's also been taking quite a while because the guy who'd commissioned me to work on this also has me working on others as well(Those works I'm not to fond of though, due to the lack of creative freedom).
The engine is source:
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Hello! I'm pretty new here. Here's a project I'm working on called "The Homunculus". It's kind of a strange premiss, the game takes place inside a crazy person's psyche. The goal of is to get up the spiral staircase and out the door in the middle, while avoiding obstacles and The Homunculus( a monster tracking you). I'm trying to incorporate imagery consistent with the premiss, using the Greek letter "psi", little men in straight jackets(the protagonist is in a straight jacket) in the floor and wall tiles as well as some sculptures alluding to insanity.
Any critiques or comments would be much appreciated!
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Working on my level named "disctrict 45" for CS:GO.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/449584961007255395/3497607135738F0B490E711A5C25B9B7654A4696/]
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http://images.akamai.steamusercontent.com/ugc/1459517378…C00F7EA705B6BF/
Anyone has any advice on how to improve the lightning?
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Quote from Bodd Jonar
http://images.akamai.steamusercontent.com/ugc/1459517378…C00F7EA705B6BF/
Anyone has any advice on how to improve the lightning?
there is a lantern, why don't you use it?

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Quote from Bodd Jonar
http://images.akamai.steamusercontent.com/ugc/1459517378…C00F7EA705B6BF/
Anyone has any advice on how to improve the lightning?
Some areas are very dark. Try to raise the ambient light value.
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Heavy WIP for Garry's Mod;
[Blocked Image: http://i.imgur.com/A21V5Rdh.jpg]
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[Blocked Image: http://i.imgur.com/TqyZfdrh.jpg]
[Blocked Image: http://i.imgur.com/WNKtI8yh.jpg]
Full album: http://imgur.com/a/GL3Sb
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Have been playing around with hammer brushwork.
[Blocked Image: http://i.imgur.com/GgPRAyE.png]
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Something i have been working on like for a week now.
[Blocked Image: http://i.imgur.com/BBgIGcK.jpg]
Same picture with routes:
Quote[Blocked Image: http://i.imgur.com/sVRHDX6.jpg]
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[Blocked Image: http://i.imgur.com/IWm4VVa.jpg]
Some progress. Pretty good overall I guess, but I need some help with the buildings in the skybox.. The texture in the background is translucent, and has a translucent 1 tag. However, I cannot seem to get selfillum to work with translucent, thus why the buildings are dark...
Anyone has any ideas? Thanks!
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Looks pretty nice so far! Yellow lights maybe a little too intense?
Never tried to use $selfillum and $translucent at the same time, but I guess you will need an additional vmf for the selfillummask, because usually both (selfillumination and translucency) take their information from the alpha channel.
Edit: Gave it a try because I was curious... Didn't manage to make it work yet. Maybe it's not so easy...
Quote from will2kMaybe ask will2k, he made something similar...
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[Blocked Image: http://i.imgur.com/2cKcBeM.jpg]
[Blocked Image: http://i.imgur.com/u4DxQ1h.jpg]
Happier with the feel of this area now- think it's a lot closer to my theme than it was before and I don't feed so claustrophobic on spawn as a Terrorist. Detailing still needs a lot of work though.
Need to think of a way to naturally lighten up my new 'ivy' path though as the sun is coming from behind a large building. Don't want to flip the angle as it's used in a particular way on the other side of the map.
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I like the panels!
Quote from VayaNeed to think of a way to naturally lighten up my new 'ivy' path though as the sun is coming from behind a large building. Don't want to flip the angle as it's used in a particular way on the other side of the map.
What about some glass pavement panels (see below) underneath the ivy with light coming through? Would be a good opportunity for some ambient steam or machinery sounds coming from some sort of basement boiler room or something, too.
[Blocked Image: http://www.newageglass.co.uk/blocks/images/uploads/_430_400/DSCF0523_(3).jpg]
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I like that idea! gives me a chance to add more depth as well
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Quote from mr.P
some heat-remake progress
Nice! I got excited for bit when I thought it was going to be an ancient egyptian tomb environment but looks nice nonetheless.
Wasn't surprised my unpolished build didn't make the contest cut, but damnit I'm still gonna make an Operation-worthy map one day! If anyone has feedback on what I need to fix about my map's aesthetics, I'd appreciate it a lot!
[Blocked Image: http://i.imgur.com/BdlCAdL.jpg][Blocked Image: http://i.imgur.com/GkQjnMU.jpg]
[Blocked Image: http://i.imgur.com/Oss8zfj.jpg]
Workshop page for more screenshots: http://steamcommunity.com/sharedfiles/fi…s/?id=453634612
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