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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • leplubodeslapin
    • August 9, 2015 at 2:42 PM
    • #12,101

    [Blocked Image: http://cdn.chud.com/e/e9/500x1000px-LL-e9eca7a1_shame.gif]

  • Gale
    • August 9, 2015 at 5:15 PM
    • #12,102

    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:

  • SheaLane
    • August 9, 2015 at 6:55 PM
    • #12,103

    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!

  • nicoreda
    • August 10, 2015 at 8:10 PM
    • #12,104

    Working on my level named "disctrict 45" for CS:GO.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/449584961007255395/3497607135738F0B490E711A5C25B9B7654A4696/]

  • Logic
    • August 14, 2015 at 12:26 PM
    • #12,105

    A site is finally starting to take shape and look somewhat like a construction site! Not much detailing so far, but the ideas are there! :)

    A-site:

    Back of A-site:

    CT connecting to A-site:

  • Bodd Jonar
    • August 15, 2015 at 9:02 PM
    • #12,106

    http://images.akamai.steamusercontent.com/ugc/1459517378…C00F7EA705B6BF/


    Anyone has any advice on how to improve the lightning?

  • laminutederire
    • August 15, 2015 at 9:04 PM
    • #12,107
    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? :)

  • El_Exodus
    • August 15, 2015 at 9:04 PM
    • #12,108
    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.

  • Xanadu
    • August 15, 2015 at 10:00 PM
    • #12,109

    Heavy WIP for Garry's Mod;

    [Blocked Image: http://i.imgur.com/A21V5Rdh.jpg]

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

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

    [Blocked Image: http://i.imgur.com/WNKtI8yh.jpg]

    Full album: http://imgur.com/a/GL3Sb

  • mr.P
    • August 21, 2015 at 6:26 PM
    • #12,110

    trying to make a decent looking backdrop, probably needs a wee bit of color/fog tweaks to look good, also added some graffiti to the walls for some color, still very much wip

    will hopefully upload a new version later tonight, have a nice weekend :)

  • Tensei
    • August 23, 2015 at 12:32 AM
    • #12,111

    Have been playing around with hammer brushwork.

    [Blocked Image: http://i.imgur.com/GgPRAyE.png]

    [Blocked Image: http://i.imgur.com/ra4StzW.png]

    [Blocked Image: http://i.imgur.com/XLb0URE.png]

    [Blocked Image: http://i.imgur.com/j1pWLuK.png]

  • [N]awbie
    • August 24, 2015 at 5:12 PM
    • #12,112

    My first attempt to create a defuse map

    Edit: added another picture for fun

  • Tensei
    • August 26, 2015 at 4:11 PM
    • #12,113

    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]

  • TheGuma
    • September 3, 2015 at 4:49 PM
    • #12,114

    [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!

  • Radix
    • September 3, 2015 at 6:34 PM
    • #12,115

    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 will2k

    [Blocked Image: https://www.mediafire.com/convkey/b95a/g60elkv7f4527rn7g.jpg]

    Maybe ask will2k, he made something similar...

  • Vaya
    • September 3, 2015 at 7:31 PM
    • #12,116

    [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.

  • text_fish
    • September 3, 2015 at 7:56 PM
    • #12,117

    I like the panels!

    Quote from Vaya

    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.

    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]

  • Vaya
    • September 3, 2015 at 8:08 PM
    • #12,118

    I like that idea! gives me a chance to add more depth as well

  • mr.P
    • September 4, 2015 at 10:08 AM
    • #12,119

    some heat-remake progress,

    trying to find a decent looking style for the middle area, its suppose to be some kind of market, this is the entrance,

    some inspiration...

  • kinggambit
    • September 4, 2015 at 2:03 PM
    • #12,120
    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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