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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Castle
    • December 16, 2016 at 2:06 AM
    • #12,941
    Quote from will2k

    On 12/11/2016 at 7:20 AM, will2k said: Haven't seen you around here for quite a while :)

    The Doom stuff looks really nice

    I have another doom Video coming out tomorrow where I have a pretty good idea of the full flow of the entire level. In the mean time I have been busy with this beast.

    External Content www.youtube.com
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    Its a functional variation of Control Point Showdown game mode for UT4. It changes how the mode is played in a lot of ways!

    I released the pak file on my Steemit page! Please upvote me if you like to see content like this! Getting upvotes on Steemit actually earns me crypto currency.

    Link to steemit with the download:https://steemit.com/gaming/@thecas…own-ready-to-go

  • w0llmart
    • December 16, 2016 at 9:32 PM
    • #12,942

    soon <:^) the normal map is a little strong in the last one but itll get done

  • leplubodeslapin
    • December 18, 2016 at 12:33 PM
    • #12,943

    [Blocked Image: http://i.imgur.com/jBg3Z23.jpg]

  • OrnateBaboon
    • December 18, 2016 at 7:17 PM
    • #12,944

    Is this a scene or a proper map? If it is the latter we want more images!

  • leplubodeslapin
    • December 18, 2016 at 11:49 PM
    • #12,945
    Quote from OrnateBaboon

    4 hours ago, OrnateBaboon said: Is this a scene or a proper map? If it is the latter we want more images!

    It's for a proper map. Well ... kind of ...

    There's a guy who contacted me for modifying an existing map in order to create a gamemode for CSGO (with zombies and survival stuff in an open map). The original map is from a russian girl who basically tries to recreate S.T.A.L.K.E.R. universe in csgo, i believe.

    Here is the original map : http://steamcommunity.com/sharedfiles/fi…s/?id=630942745

    And the guy made a topic for his request :


    The original creator is aware of this and aprove this project. I found in it a way of having fun to create small post-apo stuff, without the constaint of making a huge complicated map.

    So first of all, i re-worked the original map settings to fit better to the theme requested (with fog being used for optimisation by the way) :

    http://i.imgur.com/Vost2gb.jpg

    http://i.imgur.com/fthWYlo.jpg

    http://i.imgur.com/kpTOjwR.jpg

    http://i.imgur.com/u5HQxTL.jpg

    http://i.imgur.com/G7g7yD9.jpg

    http://i.imgur.com/JQ7g72Z.jpg

    http://i.imgur.com/U1sfTr4.jpg

    http://i.imgur.com/ToLwB1R.jpg

    http://i.imgur.com/xGZLuyt.jpg


    And then i made few stuff :

    [Blocked Image: http://i.imgur.com/c4xYoGo.jpg]


    The base 1 is shown in few screenshots on the topic.

    [Blocked Image: http://i.imgur.com/SNd2ifA.jpg]


    The base 2 is almost the same stuff but the integration is different :

    [Blocked Image: http://i.imgur.com/59S9oUj.jpg]

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


    And recently i worked on the Spawn + market place, which is a weird underground area :

    [Blocked Image: http://i.imgur.com/bszZ11h.jpg]

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


    It's a weird project, i might be wasting my time on something that could never see the light of the day ... meh ... i'm just trying to get back to making maps and enjoying it.

  • Squad
    • December 19, 2016 at 12:16 AM
    • #12,946

    Great atmosphere!

    And I'm glad you're back to making maps again ... I would still love to see cs_opera finished ;)

  • Thewhaleman
    • December 19, 2016 at 6:13 AM
    • #12,947

    Graffiti getting closer to final product........

    [Blocked Image: http://i.imgur.com/UcgYUI4.jpg]

  • RivFader
    • December 19, 2016 at 10:25 AM
    • #12,948
    Quote from Squad

    10 hours ago, Squad said: Great atmosphere!

    And I'm glad you're back to making maps again ... I would still love to see cs_opera finished ;)

    I can only second this, we need more great hostage maps.

  • blackdog
    • December 19, 2016 at 2:37 PM
    • #12,949

    lol, TopHatWaffle Easter egg there

  • AndyW
    • December 19, 2016 at 4:04 PM
    • #12,950
    Quote from Thewhaleman

    9 hours ago, Thewhaleman said: Graffiti getting closer to final product........

    [Blocked Image: http://i.imgur.com/UcgYUI4.jpg]

    Looks good, maybe a bit too clean! I would suggest to add color-drips and color-fadeings (and maybe some half-footprints) to the floors (just next to the painted walls).

    Like in this picture:

    Theres always a good amount of color dripping/spraying down to the floor ;)

    Spoiler [Blocked Image: http://animalnewyork.com/wp-content/uploads/graffiti_mar23_2015.jpg]

  • OrnateBaboon
    • December 19, 2016 at 5:25 PM
    • #12,951

    Graffiti looks really nice. Would be cool to see it maybe incorporated a bit more into the geometry in some places as well. A few of examples of what I mean.


  • OrnateBaboon
    • December 19, 2016 at 5:46 PM
    • #12,952

    (For some reason I could not add this to the post above after an edit)

  • Roald
    • December 19, 2016 at 7:39 PM
    • #12,953

    I agree on the 'too clean' thing.

    About your example Baboon I think it's way too chaotic. I wouldn't do that for gameplay and visual reasons. Tho I love the graffiti that gets alive by the enviorment. I can't give a example right now. Also something 3D would be amazing, tho idk how that will work out :D

    What u could do is maybe add a few small tags aboth/on the current graffiti

  • Roald
    • December 19, 2016 at 8:27 PM
    • #12,954

    Worked a litle on the T & CT Spawn of de_lab. Still in first state but already getting shape and themed (ignore the turned road being all snowed:D).


  • MadsenFK
    • December 19, 2016 at 8:55 PM
    • #12,955

    Detailing is almost done on de_riverside.

    2 buildings left to be detailed and then It's gonna be a fuck ton of polishing, clipping the entire level and optimisation... and then release :P

  • Roald
    • December 19, 2016 at 9:21 PM
    • #12,956

    Wauw looking really good @madsenfk

    Can't wait for the release and walking through it.

    The only thing that I dislike is the smoke being so thick

  • MadsenFK
    • December 19, 2016 at 9:31 PM
    • #12,957

    Thank you man, I can't wait either to run around on finished product .I'm not used to that kinda stuff, since I scrap most projects I start on :P

    And yeah, the smoke is a little too T H I C C actually...

  • Vorontsov
    • December 19, 2016 at 10:03 PM
    • #12,958

    Invest in custom content, all the train looking maps are becoming too numerous in size :)

  • xzi
    • December 20, 2016 at 12:44 AM
    • #12,959

    Are DOOM snapmaps allowed to be posted here? using custom geo of course. Need more hell levels! ...and Baron sacrifices[Blocked Image: http://i.imgur.com/t8PAAw0.jpg][Blocked Image: http://i.imgur.com/crdUPbb.jpg][Blocked Image: http://i.imgur.com/12z0BE5.jpg][Blocked Image: http://i.imgur.com/CwZ44q0.jpg][Blocked Image: http://i.imgur.com/jBQWkHL.jpg]

  • Thewhaleman
    • December 20, 2016 at 7:22 AM
    • #12,960
    Quote from AndyW

    15 hours ago, AndyW said: Looks good, maybe a bit too clean! I would suggest to add color-drips and color-fadeings (and maybe some half-footprints) to the floors (just next to the painted walls).

    Like in this picture:

    Theres always a good amount of color dripping/spraying down to the floor ;)

    http://# Reveal hidden contents [Blocked Image: http://animalnewyork.com/wp-content/uploads/graffiti_mar23_2015.jpg]

    I was extending the graffiti sprays to the floor but the issue became file size. The amount of graffiti planned is going to take 50mb+. I am also creating a lot of custom props and textures that make the file size pretty big. I decided that needed to reduce map file size, ground effects were one of the things to go. I think when I was trying to calculate with floor "dirt" it goes up to 80mb+ of graffiti files.. I might try to create a generic floor decal that can be repeated, or at least placed in select locations to better sell the effect. That'll have to be towards the end of the map, see how much room I can spare for stuff like that.

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