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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Vaya
    • June 18, 2018 at 10:21 AM
    • #13,561

    looks great! Hopefully you're fixing the layout too :P

  • grapen
    • June 20, 2018 at 2:03 PM
    • #13,562

    [Blocked Image: https://pbs.twimg.com/media/DgIu2PvWAAMo0Ri.jpg:large]

  • Minos
    • June 20, 2018 at 11:31 PM
    • #13,563

    ❤️

  • -HP-
    • June 21, 2018 at 6:38 AM
    • #13,564

    So much cool shit, omg. Need to visit this thread more often.

  • Serialmapper
    • June 21, 2018 at 9:46 AM
    • #13,565

    @grapen what graphical engine are you using?

  • grapen
    • June 21, 2018 at 10:55 AM
    • #13,566
    Quote from Serialmapper

    1 hour ago, Serialmapper said: @grapen what graphical engine are you using?

    UE4 :)

  • blackdog
    • June 21, 2018 at 11:06 AM
    • #13,567
    Quote from grapen

    21 hours ago, grapen said: [Blocked Image: https://pbs.twimg.com/media/DgIu2PvWAAMo0Ri.jpg:large]

    de_dust2 looks so cool in Source 2! ?

    ~

    does this include photogrammetry work as well?

  • +Rusty+
    • June 23, 2018 at 9:42 PM
    • #13,568

    Messing around and having some fun in UE4 with some early wip lighting studies

  • Minos
    • June 25, 2018 at 7:10 AM
    • #13,569

    Nice, has a 2001 vibe which is really cool :)

  • blackdog
    • June 25, 2018 at 8:04 PM
    • #13,570

    The gif makes me think of HL and Control, all at once

  • Comfort Jones
    • June 27, 2018 at 6:11 AM
    • #13,571

    [Blocked Image: https://media.moddb.com/images/members…et_hallway2.png]


    [Blocked Image: https://media.moddb.com/images/members…ter_arena_5.png]


    [Blocked Image: https://media.moddb.com/images/members…file/sewers.png]


    Been hard at work on some dumb mod thing: https://www.moddb.com/mods/inhuman

  • StormCatcher.77
    • June 28, 2018 at 5:46 AM
    • #13,572

    Screenshots of my GZDoom map for Verse Hopper project on DW:

    [Blocked Image: https://s5.postimg.cc/s68b2l8jn/0020.jpg]  [Blocked Image: https://s5.postimg.cc/f74nuda4z/0018.jpg]  [Blocked Image: https://s5.postimg.cc/4x28v4cjn/0016.jpg]

    [Blocked Image: https://s5.postimg.cc/ds335m6gz/0015.jpg]  [Blocked Image: https://s5.postimg.cc/v5ddkh9hv/0012.jpg]  [Blocked Image: https://s5.postimg.cc/lxl53r7kj/0013.jpg]

    [Blocked Image: https://s5.postimg.cc/nx3l0exkj/0003.jpg]  [Blocked Image: https://s5.postimg.cc/o0vkberxv/0002.jpg]  [Blocked Image: https://s5.postimg.cc/et3bulak3/0001.jpg]

  • mr.P
    • June 28, 2018 at 7:01 PM
    • #13,573
    Quote from GrillusRetardus

    On 6/16/2018 at 10:29 PM, GrillusRetardus said: An update for my de_tides remake. I've been mostly focusing on making models

    snappers, u made tides for cs:s? man, we've played that map to the bones on the UA server, good stuff!

  • VIOLATION
    • June 28, 2018 at 8:04 PM
    • #13,574
    Quote from mr.P

    1 hour ago, mr.P said: snappers, u made tides for cs:s? man, we've played that map to the bones on the UA server, good stuff!

    cs:s version was made by valve/turtle rock studios

  • Minos
    • June 29, 2018 at 12:29 AM
    • #13,575
    Quote from StormCatcher.77

    18 hours ago, StormCatcher.77 said: Screenshots of my GZDoom map for Verse Hopper project on DW:

    [Blocked Image: https://s5.postimg.cc/s68b2l8jn/0020.jpg]  [Blocked Image: https://s5.postimg.cc/f74nuda4z/0018.jpg]  [Blocked Image: https://s5.postimg.cc/4x28v4cjn/0016.jpg]

    [Blocked Image: https://s5.postimg.cc/ds335m6gz/0015.jpg]  [Blocked Image: https://s5.postimg.cc/v5ddkh9hv/0012.jpg]  [Blocked Image: https://s5.postimg.cc/lxl53r7kj/0013.jpg]

    [Blocked Image: https://s5.postimg.cc/nx3l0exkj/0003.jpg]  [Blocked Image: https://s5.postimg.cc/o0vkberxv/0002.jpg]  [Blocked Image: https://s5.postimg.cc/et3bulak3/0001.jpg]

    Really cool!! Is that using lightmaps?

  • T-Rexer
    • July 1, 2018 at 7:44 PM
    • #13,576

    Experimenting. A lot of work ahead

  • Xblah
    • July 2, 2018 at 5:15 AM
    • #13,577

    Experimenting with a haunted house theme. Almost all lights are out, except for a few lamps. Every few seconds there is a lightning that illuminates the place. The enemy is a stalker. I'm still thinking how the player will kill it in the end. I thought about burning it with a flare, but I'm accepting suggestions.

    The campaign is short, no more than 5 minutes. It will require a lot of beta testing to ensure the ambience and puzzles are ok.

  • Klems
    • July 3, 2018 at 9:54 AM
    • #13,578
    Quote from Xblah

    On 7/2/2018 at 6:15 AM, Xblah said: Experimenting with a haunted house theme. Almost all lights are out, except for a few lamps. Every few seconds there is a lightning that illuminates the place. The enemy is a stalker. I'm still thinking how the player will kill it in the end. I thought about burning it with a flare, but I'm accepting suggestions.

    The campaign is short, no more than 5 minutes. It will require a lot of beta testing to ensure the ambience and puzzles are ok.

    Are you planning to enter that challenge? https://www.runthinkshootlive.com/posts/the-lamb…ge-3-bossville/

    If not I can definitely see that map working for this theme. Might be something to consider :)

    Burning stuff with a flare is boring. How about using its own weapon against him instead? Make him shoot its laser in a mirror, or use his laser to cut a rope, releasing a piano on its head. Or something similar.


    I see a resurgence of HL2 stuff here recently, which is cool.

    On that note, have more HL2 stuff.

    [Blocked Image: https://i.imgur.com/zTlkH0p.jpg]

    [Blocked Image: https://i.imgur.com/4w1ikBW.jpg]

    [Blocked Image: https://i.imgur.com/Jxd7Waw.jpg]

    Map is done, mod will be released in a few days!

  • Xblah
    • July 3, 2018 at 1:24 PM
    • #13,579
    Quote from Klems

    3 hours ago, Klems said: Are you planning to enter that challenge? https://www.runthinkshootlive.com/posts/the-lamb…ge-3-bossville/

    If not I can definitely see that map working for this theme. Might be something to consider :)

    Burning stuff with a flare is boring. How about using its own weapon against him instead? Make him shoot its laser in a mirror, or use his laser to cut a rope, releasing a piano on its head. Or something similar.


    I see a resurgence of HL2 stuff here recently, which is cool.

    On that note, have more HL2 stuff.

    [Blocked Image: https://i.imgur.com/zTlkH0p.jpg]

    [Blocked Image: https://i.imgur.com/4w1ikBW.jpg]

    [Blocked Image: https://i.imgur.com/Jxd7Waw.jpg]

    Map is done, mod will be released in a few days!

    Display More

    The challenge seems interesting. I'm struggling with the final battle. I want to build a scripted death, but every sketch I make doesn't fit with the theme. It's not supposed to be like Ravenholm, where there are traps in convenient places.

    The idea of killing it with its on laser seems nice. I plan to give the enemy a weakness to fire and iron, so the player can defend himself, and not just play a walking simulator with jumpscares.

    But I am sure as hell that I want it to die burning in the end.


    About your map, I liked the environment of the sewer in the second screenshot. Natural light is always the nicest.

  • DocRock10
    • July 3, 2018 at 11:00 PM
    • #13,580

    These were made for Half-Life deathmatch. Gold Source.

    The first is a rats style map I based on a free game on steam called Prominence Poker and the second is on the Imperial landing pad in Return of the Jedi.


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