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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Algor
    • July 24, 2005 at 5:52 AM
    • #461

    Needs more cartoon map shots, now.

  • |FRITZ|
    • July 24, 2005 at 10:39 AM
    • #462

    Seraph looks great CJ! Is it a CS,DM, or SP map?

  • st0lve
    • July 24, 2005 at 12:01 PM
    • #463

    STUNNED!11

  • Mr.Ben
    • July 24, 2005 at 2:50 PM
    • #464

    I like the way CJ seems to have an endless stream of ideas

    Fetter, i demand you give me shots.

  • jaardsi
    • July 24, 2005 at 4:26 PM
    • #465

    Seraph looks dreamy. Just don't ruin it with excessive use of physics objects.

  • KungFuSquirrel
    • July 25, 2005 at 2:27 PM
    • #466

    [Blocked Image: http://www.button-masher.net/images/wip/d3_eclipse_006.jpg]

    Mostly done with this side... just adding more pipes, wires, decals, and mini-props. Did a few small uber-snaky cables over by the consoles in the back; doubt you can see them from here. Love being able to build detail like that myself Challenge now is figuring out how to get a nice electrical effect for the other wall... might have to do some custom material work. Should be fun!

  • Fullauto
    • July 25, 2005 at 2:31 PM
    • #467

    Looks very nice and clean. Bright too

  • jaardsi
    • July 25, 2005 at 3:53 PM
    • #468

    Doom 3 singleplayer was supposed to have lighting like that!

  • FrieChamp
    • July 25, 2005 at 4:42 PM
    • #469
    Quote

    Did a few small uber-snaky cables over by the consoles in the back; doubt you can see them from here. Love being able to build detail like that myself

    Oh SNAP!

    Looking good KFS, I would reconsider making the lighting that bright though, a few more shadows wouldn't hurt. Or maybe you want to rearrange the lights, since the walls are extremely bright/well lit whereas the ceiling is very dark.

  • skdr
    • July 25, 2005 at 4:57 PM
    • #470

    Those KFS's pics are screaming for anti-aliasing ;>

  • KungFuSquirrel
    • July 25, 2005 at 5:15 PM
    • #471
    Quote from skdr

    Those KFS's pics are screaming for anti-aliasing ;>

    haha, I noticed that earlier. These are straight out of the editor shots, so they're pretty much at-resolution. I stopped taking my full camera window and sizing it down since it's only slightly bigger than 8x6 and didn't look that great sized down. But that's why it's more noticeable on this shot than before.

    When I do final shots, I'll take them from the game and probably ramp up the resolution and sampling (the same way they generate the 4000x3000 shots).

    Quote

    Looking good KFS, I would reconsider making the lighting that bright though, a few more shadows wouldn't hurt. Or maybe you want to rearrange the lights, since the walls are extremely bright/well lit whereas the ceiling is very dark.

    Yeah, I sized the lights up to get a little more ceiling light... I'm happy with the tones overall, but I do need to do a lot more with it. I'm thinking about ripping it all back out after I finish the geometry and starting from scratch. I also need more clear fixtures for the primary lighting. But we'll see what happens.

    Never thought I'd be told to add -more- shadows to d3 stuff.

  • D3ads
    • July 25, 2005 at 8:11 PM
    • #472

    I don't get what all the fuss is about with anti-aliasing, it doesn't really make much of a difference imho.

    Good stuff KFS, like the others said, that's how Doom III should of been lit

  • Mazy
    • July 25, 2005 at 8:14 PM
    • #473

    good stuff kfs, n all in general

  • FrieChamp
    • July 26, 2005 at 8:29 AM
    • #474

    Oh and don't forget the imps behind hidden doors

  • JynxDaddy
    • July 26, 2005 at 12:13 PM
    • #475

    Am I the only one that really doesnt like Doom 3 shadows? Look how sharp the shadow from the railing is, yuck

  • jaardsi
    • July 26, 2005 at 12:19 PM
    • #476

    Well, now when you brought that up, it does look a bit dumb when there's a perfect sharp shadow falling over another light.

  • KIIIA
    • July 26, 2005 at 4:08 PM
    • #477

    Hello, due to a swollen and blue face ( i and two friends of mine got beaten up and robbed by a bunch of gangsters ) i decided not to take part of partys etc. for the first week of my holidays so i found some time to do something with Hammer again.Its just one room for now and the content is strict HL1 original.Don`t know yet if it will become a whole level, we`ll see:

    [Blocked Image: http://home.arcor.de/pieromo/3.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/2.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/1.jpg]

    C&C ?

  • mike-0
    • July 26, 2005 at 4:09 PM
    • #478

    Woah, that pipe work is really kick ass.

  • jaardsi
    • July 26, 2005 at 4:12 PM
    • #479

    Love your style, really oldskool DM-ish architecture. I don't like those streched lights, tho. The wpolies seem pretty high too but I guess it's not really an issue now a days anymore.

  • ReNo
    • July 26, 2005 at 4:14 PM
    • #480

    You seem to limit yourself to standard resources only quite often, why is this? Map looks like a somewhat interesting take on the good old HL1 lab style, but after being spoilt by newer engines, its hard to make anything in that engine that will particularly impress.

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