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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vaya
    • February 11, 2016 at 4:41 PM
    • #12,481

    Looks cool :D

  • Furiosa
    • February 17, 2016 at 8:08 AM
    • #12,482

    WIP for my first aim map. High visibility and use 3 color palettes.

    Thanks to FMPONE, who created the second video tutorial about color palettes.

    [Blocked Image: http://i.imgur.com/egQMGGf.jpg?1]


    [Blocked Image: http://i.imgur.com/sNbHcBv.jpg?1]

  • Logic
    • February 17, 2016 at 10:08 AM
    • #12,483
    Quote from Furiosa

    [Blocked Image: http://i.imgur.com/egQMGGf.jpg?1]

    I would argue that this isn't high visibility. Seems a bit dark along the walls :S

  • vstmn
    • February 18, 2016 at 1:33 AM
    • #12,484

    Making Carentan from COD2 for CSGO. About 80% done. Also making a Headquarters gamemode for the map.

    [Blocked Image: http://i.imgur.com/lGv5esK.jpg][Blocked Image: http://i.imgur.com/bXHAZmI.jpg]

    My textures are stuck in low setting for whatever reason :/

  • Furiosa
    • February 18, 2016 at 11:28 AM
    • #12,485
    Quote from Logic

    I would argue that this isn't high visibility. Seems a bit dark along the walls :S

    Hi, thanks for that, i will improve the light.

    Edit: Anyway how im improve it while if its near wall? The light just looks too bright.

  • Shandy445
    • February 18, 2016 at 3:36 PM
    • #12,486
    Quote from vstmn

    Making Carentan from COD2 for CSGO. About 80% done. Also making a Headquarters gamemode for the map.

    [Blocked Image: http://i.imgur.com/lGv5esK.jpg][Blocked Image: http://i.imgur.com/bXHAZmI.jpg]

    My textures are stuck in low setting for whatever reason :/

    Err theres one on the workshop and EMP MDK is also making it.

  • Quotingmc
    • February 18, 2016 at 4:37 PM
    • #12,487
    Quote from vstmn

    Making Carentan from COD2 for CSGO. About 80% done. Also making a Headquarters gamemode for the map.

    Where are the car models from. Looks amazing!

  • jackophant
    • February 18, 2016 at 4:53 PM
    • #12,488
    Quote from Furiosa

    Hi, thanks for that, i will improve the light.

    Edit: Anyway how im improve it while if its near wall? The light just looks too bright.

    By the look of it you are just use "light" entities. Try mixing them with "light_spot" entities which project light in a direction and not in an area around them.

  • Furiosa
    • February 18, 2016 at 5:28 PM
    • #12,489
    Quote from jackophant

    By the look of it you are just use "light" entities. Try mixing them with "light_spot" entities which project light in a direction and not in an area around them.

    Yup, i just use "light" entities. I will try to use "light_spot", thanks.

  • pB.
    • February 19, 2016 at 10:09 PM
    • #12,490

    Making the most of the new nuke assets

    [Blocked Image: http://i.imgur.com/hNkgM9I.jpg]

  • Guest
    • February 20, 2016 at 12:34 AM
    • #12,491

    Mid is starting to look OK.

    [Blocked Image: http://i.imgur.com/bYBYy2b.jpg][Blocked Image: http://i.imgur.com/m7VoXas.jpg]

  • Vaya
    • February 20, 2016 at 9:08 AM
    • #12,492

    displace the ground :)

  • RaVaGe
    • February 21, 2016 at 3:11 PM
    • #12,493

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/egypt.jpg]

    Won't finish it but i'm having my fun :P

  • Quotingmc
    • February 21, 2016 at 5:48 PM
    • #12,494

    The new version of de_nuke has fuelled me to start work on another defuse map. Here is what I have so far:

    [Blocked Image: http://i.imgur.com/xUMH6Gm.jpg]

    [Blocked Image: http://i.imgur.com/Rqc9qiw.jpg]

    [Blocked Image: http://i.imgur.com/du2YQMn.jpg]

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

  • Vaya
    • February 21, 2016 at 5:58 PM
    • #12,495

    sawmill dead?

  • Quotingmc
    • February 21, 2016 at 6:01 PM
    • #12,496
    Quote from Vaya

    sawmill dead?

    Pretty much. It had serious timing issues and the scale was really off. It was becoming a chore and I hated the sight of it. I hope to build on what I learnt from it with my new map, the biggest being the need to playtest a lot.

  • Quotingmc
    • February 21, 2016 at 6:07 PM
    • #12,497
    Quote from austinweiss13

    How many projects have you started and quit now? This might sound a bit harsh, but you need to commit to one project and finish it, you can't start something new and trash what you were working on every time you have a change of heart. I think Sawmill had a lot of potential and if you were having trouble with it, it would make a lot more sense to resolve the issues instead of starting completely fresh.

    It was only my second serious map, one that I would consider even remotely viable for an operation/ serious play. I didn't scrap it lightly, in-fact I spent a good 8 hours this week trying to use an earlier version as a start point but I was changing so much, it was getting easier to just delete whole parts and start a new. I hate to trash a whole map but I think my time would be better spent on a project I A, enjoy and B, believe will generate a successful final product.

  • Shibou
    • February 21, 2016 at 11:59 PM
    • #12,498
    Quote from Quotingmc

    The new version of de_nuke has fuelled me to start work on another defuse map. Here is what I have so far:

    [Blocked Image: http://i.imgur.com/xUMH6Gm.jpg]

    [Blocked Image: http://i.imgur.com/Rqc9qiw.jpg]

    [Blocked Image: http://i.imgur.com/du2YQMn.jpg]

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

    I'd like to see more of it, so please go one.

  • PogoP
    • February 22, 2016 at 1:22 AM
    • #12,499

    Haven't posted up here in a while, thought I'd check in! Here's a lil vid of a scene I've been working on. Wanted to push the VFX/audio side a little bit (only a bit.. Hah) on this project. It's a 'The Thing' inspired Xcom environment. Not meant to be seen from this angle but hey ho!

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  • Puddy
    • February 22, 2016 at 9:04 AM
    • #12,500
    Quote from PogoP

    *video*

    seeeeeeeeeeeeeeeeeeexxxx

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