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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • sock
    • May 9, 2016 at 9:47 PM
    • #12,661

    AD 1.5 - Return to Firetop Mountain ...

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  • Vilham
    • May 11, 2016 at 10:02 PM
    • #12,662

    Updated my old SC2 map and map a new one for the TL map contest, hopefully its alright. Needs some more dressing but hopefully the design is good.

    [Blocked Image: http://i.imgur.com/6iJYrH7.jpg]

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

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

    [Blocked Image: http://i.imgur.com/pUBSz6Q.jpg]

    Old map

    [Blocked Image: http://i.imgur.com/9Cl1Re9.jpg]

  • Minos
    • May 11, 2016 at 11:38 PM
    • #12,663

    I recognize some of the assets I made :D

    By the way, I made an updated Mar Sara texture set, if you want a more updated look :)

  • Vaya
    • May 12, 2016 at 12:09 AM
    • #12,664

    [Blocked Image: http://i.imgur.com/fAT8qDg.jpg]

    [Blocked Image: http://i.imgur.com/1FjcP3n.jpg]


    a little progress :)

  • Vilham
    • May 12, 2016 at 2:22 AM
    • #12,665
    Quote from Minos

    2 hours ago, Minos said: I recognize some of the assets I made :D

    By the way, I made an updated Mar Sara texture set, if you want a more updated look :)

    I'll check it out, was have issues with changing the texture set on my new map though, was switching from one snow map to another and meant i couldn't clone terrain anymore.

  • nota
    • May 12, 2016 at 4:44 AM
    • #12,666

    A screen from my de_lite (1.6) remake (CS:GO) (currently in alpha)[Blocked Image: http://i.imgur.com/043YPTo.jpg]

    I've been working on it for a few months now. It's my first real project in mapping (very new to mapping). I think the hardest part is making the map actually look good.

  • Guest
    • May 12, 2016 at 4:51 AM
    • #12,667
    Quote from nota

    8 minutes ago, nota said: A screen from my de_lite (1.6) remake (CS:GO) (currently in alpha)[Blocked Image: http://i.imgur.com/043YPTo.jpg]

    I've been working on it for a few months now. It's my first real project in mapping (very new to mapping). I think the hardest part is making the map actually look good.

    Stick with it! Looks pretty coherent to me, although it is just one screenshot. As for detail ideas, just walk around in some maps you really like the look of and become friends with the screenshot button. See how they've solved the problem of a "boring wall" or background detail or whatever it is.

  • nota
    • May 12, 2016 at 4:53 AM
    • #12,668
    Quote from nikkoship

    1 minute ago, nikkoship said: Stick with it! Looks pretty coherent to me, although it is just one screenshot. As for detail ideas, just walk around in some maps you really like the look of and become friends with the screenshot button. See how they've solved the problem of a "boring wall" or whatever.

    Thanks for the advice! However, I only just now realized that Ted was also making a remake. Guess I'm a year late to the party. Ah well. I'm still going to work on this, though.

  • WarpSpasm
    • May 12, 2016 at 1:05 PM
    • #12,669

    Download link for PAK

    https://ut.rushbase.net/WarpSpasm/DM-G…owsNoEditor.pak


    Link for feedback on UT forums


  • anonymous6366
    • May 13, 2016 at 1:10 AM
    • #12,670

    CSGO, de_ardine_v9 - http://steamcommunity.com/sharedfiles/fi…s/?id=643230125

    [Blocked Image: http://i.imgur.com/6l5EekS.jpg]

  • Vaya
    • May 13, 2016 at 12:35 PM
    • #12,671

    progressing well. you need to start looking at adding decals + overlays

  • Squad
    • May 13, 2016 at 1:30 PM
    • #12,672

    Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit.

    Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map).

    Where is the green lighting in the back on the left side coming from? It looks kinda weird.

    Other than that, coming along nicely :)

  • Shibou
    • May 14, 2016 at 10:23 AM
    • #12,673
    Quote from Squad

    20 hours ago, Squad said: Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit.

    Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map).

    Maybe sun spread angle would help here too.

  • Lizard
    • May 14, 2016 at 10:39 AM
    • #12,674
    Quote from anonymous6366

    On 13.05.2016 at 2:10 AM, anonymous6366 said: CSGO, de_ardine_v9 - http://steamcommunity.com/sharedfiles/fi…s/?id=643230125

    [Blocked Image: http://i.imgur.com/6l5EekS.jpg]

    You can replalce the brushy curbs with some nice nuke models.

  • JSadones
    • May 14, 2016 at 1:10 PM
    • #12,675
    Quote from Squad

    23 hours ago, Squad said: Your shadows are too harsh, considering the skybox. Increase ambient lighting a bit.

    Also, make sure to check "ignore surface normals" on the tree props (and other foliage props in the map).

    Where is the green lighting in the back on the left side coming from? It looks kinda weird.

    Other than that, coming along nicely :)

    What does "ignore surface normals" do ? And why only do it with foliage ?


    Futher is there more of these things ? Like disable shadows (not shadow depth) for all props?

  • spence
    • May 14, 2016 at 1:39 PM
    • #12,676
    Quote from JSadones

    29 minutes ago, JSadones said: What does "ignore surface normals" do ? And why only do it with foliage ?

    Check out the example at the bottom of this page.

    It's useful on props like trees and plants because the models usually use a lot of single-sided polys with double-sided materials.

  • NATO
    • May 14, 2016 at 3:43 PM
    • #12,677

    I love me some grime. Still heavy WIP, not done any kind of lighting pass (and obviously not finish meshing yet)

    [Blocked Image: http://puu.sh/oRzht/3cf82cb3ad.jpg][Blocked Image: http://puu.sh/oRzcB/1ac23ab222.jpg]

  • spence
    • May 14, 2016 at 4:22 PM
    • #12,678

    Foliage looks super saturated in the last shot. But that's lookin pretty spiffy!

  • blackdog
    • May 15, 2016 at 9:24 AM
    • #12,679

    Is there a bit too much white? Is that some particular structure or only wip? I would expect the floor to have a different texture

  • RaVaGe
    • May 15, 2016 at 11:22 AM
    • #12,680
    Quote from NATO

    19 hours ago, NATO said: I love me some grime. Still heavy WIP, not done any kind of lighting pass (and obviously not finish meshing yet)

    Looks cool !

    You should take some inspiration from NS2, they have some awesome concept art that might fit your theme.

    [Blocked Image: http://media.indiedb.com/images/games/1/10/9998/BioSphere_mediumRes.jpg]

    [Blocked Image: http://unknownworlds.com/ns2/files/2014/03/Derelict3.jpg]

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