You part of the team on that? D-day map needs its crossfire on the beach fixed, far too easy to camp left or right bunker and just shoot across under the cliffs, a little more complexity to the length of the cliff rather than a straight line would go a long way to fixing that.
WIP in WIP, post your level screenshots!
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No, not part of the official team or anything. I agree, an organized german team on "dog red" is pretty hard to break. I'd like maybe the corner of the roof to be blown off one of the bunkers to make throwing grenades into there not such a hassle. Then again, coordinating an attack with an MGer suppressing while the others move up actually catches them off guard most of the time (at least in games where I'm playing with friends or people using mics etc.).
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Just a little scene I've mashed up to practice my map developing skills. I've took some design notes from modern architecture, the contrast was supposed to be between clean and sharp blocky aesthetics and round, lush and green nature. The skybox turned out to look more realistic than I expected in contrast to the scene. Some things are a bit broken, such as the reflection intensity or foliage lighting glitches. I am still working on all my other maps just as I've been before, this is more of a practice for me but if people would be interested I could definitely turn it into a hostage scenario map. Background was also supposed to be aqua/bright blue color but it simply didn't work out, as it made the trees and certain colors look more noisy.
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Greenhouse from the latest project I'm currently working on.
Not sure if the roof should be walk-able though. Could be interesting game play-wise but it comes to me as unrealistic.Edit: Made the glass break on touch and since you are pretty vulnerable standing on the roof I decided to make the roof a playable area.[Blocked Image: http://i.imgur.com/tJeVEQy.jpg]
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Edit: Added some more pictures, taken in game.
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My map i'm working on; after the playtest came through and the demo was corrupted, i revamped the map, making drastic changes left and right. I'll be making a new playtest in a few weeks or whenever they find a fix for the corrupted .dem files.
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Quote from ZloykotaraDisplay More
13 hours ago, Zloykotara said: So here's the map the i was working on. Its a recreation of one of the mirror's edge levels.
The content cannot be displayed because it is no longer available. The content cannot be displayed because it is no longer available. The Shard, my favourite level
hope you finish it up and release it, it looks amazing! are you hyped for MEC? -
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I like big palms and I cannot lie
You other brothers can't deny
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My first whitebox for the contest is nearly done, not entirely sure about it tbh, hence why I created a second layout that I think will be better. Still needs pickups and some skill jumps adding.
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I am working on a deathmatch only map, just because I don't feel like making a good layout.
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dm_debt is the name, feedback appreciated.
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Quote from BreadParticlesDisplay More
3 hours ago, BreadParticles said: I am working on a deathmatch only map, just because I don't feel like making a good layout.
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dm_debt is the name, feedback appreciated.
Looks gloomy but well done. How does the name contribute to the theme. And what is the theme? Details like that will help make your well constructed brushwork more memorable for people
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I will post it here aswell
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Quote from LizardPL
6 minutes ago, LizardPL said: I will post it here aswell

Digging the urban architecture

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@LizardPL@Fnuggi@Vorontsov Looking good! playtest soon?

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Quote from Vaya
Just now, Vaya said: @LizardPL@Fnuggi@Vorontsov Looking good! playtest soon?

Ask @Fnuggi

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@Fnuggi since you're now banned from matchmaking after all those reports last night...
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Quote from FMPONE
14 hours ago, FMPONE said: Looks gloomy but well done. How does the name contribute to the theme. And what is the theme? Details like that will help make your well constructed brushwork more memorable for people
the name doesn't contribute at all. I'll probably change it to something relevant. I tried to achieve an industrial theme, but I gave it a kinda run-down look.
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Made some progress on my latest fy_map. The skybox texture has been changed and I've increased the ambient value since these two pictures were taken.
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