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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Captain P
    • October 5, 2005 at 12:31 AM
    • #861

    Perhaps the stairs are just a bit large then...

    Anyway, time for me to post some WIP stuff too.

    Mudanchee, a map I started for HLDM but the idea was too heavy for that engine. HL2DM fits nice, though, so here I am with a cave-styled map:

    (due to the white forum, they may look darker than they really are)

    [Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ing1.jpg]

    Archeologic site cave

    [Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ing2.jpg]

    Crystals

    [Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov1.jpg]

    Archeologic site overview

    [Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov2.jpg]

    Tomb cave overview

    [Blocked Image: http://theta.main-hosting.com/~captain/images/mud_alpha_ov3.jpg]

    Crystals up close

    The map is in alpha-stage: I've got a working layout, all that's left to do is detailing it, polishing the visuals and tweaking the gameplay further.

    Comments or suggestions are welcome.

  • Trempler
    • October 5, 2005 at 9:16 AM
    • #862

    maybe a bit dark

    [Blocked Image: http://media.idf-mod.de/public/trempler/hl2.JPG]

    comments?

  • von*ferret
    • October 5, 2005 at 9:20 AM
    • #863

    its not dark, it just needs highlights to direct players and create a better atmosphere

  • Hipshot
    • October 5, 2005 at 10:47 AM
    • #864

    Mmmm... Tiberium.

  • D3ads
    • October 5, 2005 at 9:42 PM
    • #865
    Quote from Captain P

    Perhaps the stairs are just a bit large then...

    No No No!!!

    lol.. The scale is fine, here I'll prove it to you:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/payback/pbman_dr.jpg]

    Oh and another shot for you lucky people:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/payback/mansion003.jpg]

    Any tips on lighting? It's always been a weak point of mine and I lost my old batch file rad settings

  • PhilipK
    • October 5, 2005 at 9:54 PM
    • #866

    Well, right now you only have one large light source in that room.

    Try to have small sources of lights slightly different coloured than the large one close to the walls.

    Perhaps a table with some chairs and a table lamp could be a nice spot.

    And a floor light as well in another place.

    Even wall lights like this style kinda could work:

    [Blocked Image: http://www.loc.gov/jefftour/cm/images/cm-light.jpg]

    The idea of having lights close/on the walls is that the walls themselves will look a lot nicer with some breakup lighting..

    Otherwise it's looking quite cosy.

    I'd make the doors around 8-16 units lower and the same about the width. Comparing with the player model the handle is now at the chest and the door already seems a bit stretched sideways (even if it's not it gives that illusion by having such a wide door with a texture like that imo).

    Hope that made some sense

  • kleinluka
    • October 5, 2005 at 10:03 PM
    • #867

    Actually D3, on that pic the doors seem too big. The doorknob is at the same height as his head almost.

    Doing good scaling isn't easy :S

  • Campaignjunkie
    • October 5, 2005 at 10:07 PM
    • #868

    I think most HL1 doors were 80-96 units tall. Keep in mind that the player's camera is located at the chest (about 64 units high) while the player hull is 72 units tall, so 96 starts to look a little more reasonable. If you're building this for singleplayer, big doors are somewhat necessary for most monsters to fit through comfortably.

    So far it looks good though, the office especially. (I would unstretch that rug though, it's a little too much)

  • D3ads
    • October 5, 2005 at 10:11 PM
    • #869

    Oh I know about the door texture handle, I fucked up placing it right so I've got to change that at some point, thanks for reminding me about it as I'd kinda forgotten.

    In terms of lighting currently, each one of those lamps has a light 'inside' it and then each of the ceiling lamps has a light source below, each light is a different colour and brightness...

    I'm going to leave the mansion alone for the time being as it's in a later stage of the mod and I want to concentrate on the first chapter for the time being Though I will mess with the lighting a bit more, any tips on rad settings like -smooth, -bounce and the like?

    [edit] Oh and yes it is single-player.

  • von*ferret
    • October 5, 2005 at 10:36 PM
    • #870

    http://www.thevon.net/dm_fairytale.zip

    if that zip works tehre are lamp models modeled by Ol and textured by me, you're free to use them.

  • Schmung
    • October 5, 2005 at 11:18 PM
    • #871

    mgghgr lighting is teh whore.

    Lots of smaller light sources are better than a few big ones. Thats about all I can offer.

  • RD
    • October 6, 2005 at 1:25 PM
    • #872
    Quote from D3ads

    No No No!!!

    lol.. The scale is fine, here I'll prove it to you:

    [Blocked Image: http://img.photobucket.com/albums/v221/deathcrush/payback/pbman_dr.jpg]

    This is classic.

    The guy has to jump to reach the doorknob, ffs

  • D3ads
    • October 6, 2005 at 5:09 PM
    • #873
    Quote from von*ferret

    http://www.thevon.net/dm_fairytale.zipif that zip works tehre are lamp models modeled by Ol and textured by me, you're free to use them.

    Awesome cheers, I'll have a look...

    Be quiet RD

  • ⌐■_■
    • October 6, 2005 at 11:35 PM
    • #874

    Very early WIP, but just to see what you people think of it.

    Started it out as just a fairly simple small 2vs2 map for me and my roommate maybe to enjoy. Progress is going pretty well, since I map very slow these times (so that I won't rush things).

    Made the pics in hammer, so they might not be very clear.

    Here ya go:

    [Blocked Image: http://img135.imageshack.us/img135/4396/15uf.th.jpg] [Blocked Image: http://img135.imageshack.us/img135/7048/23mf.th.jpg]

    [Blocked Image: http://img135.imageshack.us/img135/4462/35ak.th.jpg] [Blocked Image: http://img135.imageshack.us/img135/3116/40xu.th.jpg]

    [Blocked Image: http://img135.imageshack.us/img135/7505/54ka.th.jpg] [Blocked Image: http://img135.imageshack.us/img135/7640/63kd.th.jpg]

  • von*ferret
    • October 7, 2005 at 1:30 AM
    • #875

    a puppy is fed to sharks every time someone posts a picture un-rendered.

  • insta
    • October 7, 2005 at 1:31 AM
    • #876

    Hard to make out any real details, but judging from your 2d views, I guess you need more stuff and crap

  • KungFuSquirrel
    • October 7, 2005 at 4:55 AM
    • #877

    [Blocked Image: http://www.button-masher.net/images/wip/d3_terraform_003.jpg]

    Improved and better shot of the thing I showed before. More detailing work, but mostly texturing. I did brighten it a tad in PS, but only slightly, and the lighting is of course nowhere near final since the full scene hasn't even been constructed yet.

  • von*ferret
    • October 7, 2005 at 5:25 AM
    • #878

    wow KFS, i LOVE that theme. What are you basing your ideas off of?

  • Minos
    • October 7, 2005 at 5:43 AM
    • #879

    cool stuff kfs

  • alexroyce
    • October 7, 2005 at 5:44 AM
    • #880

    Awesome.

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