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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • von*ferret
    • December 16, 2005 at 3:26 AM
    • #1,201

    put in occluders man.

  • Crackerjack
    • December 16, 2005 at 3:30 AM
    • #1,202

    those block statics and models... not other displacements or brushes.

  • von*ferret
    • December 16, 2005 at 3:54 AM
    • #1,203

    there should be an optimizatino tool that allows you to block faces, unreal's occluders blocks polygons period.

  • Bic-B@ll
    • December 16, 2005 at 4:53 AM
    • #1,204

    err nodraw?

  • ReNo
    • December 16, 2005 at 4:59 AM
    • #1,205

    Aye, get some nodraw blocks in behind any significant displacement work that would block VIS if it could block VIS, if you know what I mean Tony nit-picking suggestion; use different plank textures on one of the two double wooden plank bits you have going over that rock (ie. shift the texure on the x-axis so they don't match).

    EDIT: I have absolutely no bloody idea what "Tony nit-picking" means by the way, I think that was the worst typo for "totally" ever made

  • von*ferret
    • December 16, 2005 at 5:11 AM
    • #1,206

    its that kind of texture attentin though that makes something polished.

  • Crackerjack
    • December 16, 2005 at 5:34 AM
    • #1,207

    indeed good suggestion ReNo

  • Mr.Ben
    • December 16, 2005 at 7:46 AM
    • #1,208

    looks nice cracker, but is it really necessary for all HL2 water to look like a tanker crashed 5 miles down the road?

  • RD
    • December 16, 2005 at 10:55 AM
    • #1,209

    that gotta be single player right?

    Id pick some diff texture for your greenhills, doesnt match with the trees

  • skdr
    • December 16, 2005 at 2:10 PM
    • #1,210

    Im sorry but it doesnt look anything special. I mean its just boring looking displacement terrain and some models thrown in...

  • Crackerjack
    • December 16, 2005 at 6:37 PM
    • #1,211

    Yes indeed, again, its a WIP... i think i put that in the post.. i would hope it would be nothing special cause it was used as a test map. But once again guys this isnt anything final lol.

  • Crackerjack
    • December 16, 2005 at 6:40 PM
    • #1,212

    Okay here is the other map. Another WIP. This one i spent more time on, none of the textures, detail and building brushwork are final (note the buildings appear to have no damage). What i personally like to do is work on gameplay first... then move onto detail... as I did with October. Havent started adding detail to it yet. Also this map is up for grabs to any mod that might think it fits theme. Basically these two shots are an atmosphere test and gameplay test, as you can see the layout below. Please dont mind the red dots they are there for me.

    [Blocked Image: http://cjmaps.hlgaming.com/streets/streets1.jpg]

    [Blocked Image: http://cjmaps.hlgaming.com/streets/layout3.jpg]

  • st0lve
    • December 16, 2005 at 6:51 PM
    • #1,213

    tbh I thought ND looked better

    But I like the atmosphere, can turn out very cool when you start tweaking and shit! Maybe more fog?

  • Crackerjack
    • December 16, 2005 at 6:52 PM
    • #1,214

    Stolve i cant show any of the stuff from ND brother. All that is HL2 textures and props, and i havent even started on the art pass. Its all gameplay im worried about. im not trying to make a beautiful map then worry about gameplay. I said this in the post... does nobody read it?

  • st0lve
    • December 16, 2005 at 7:35 PM
    • #1,215
    Quote from Crackerjack

    HEY! so its been about a year sinse I have really shown any of my work or done anything. Well thats because mods like to act like game dev companies which i believe is bulllshit. So i left them! And took my work with me.

    I though that it was ND that you left Well never mind then, and I know its WIP

  • Crackerjack
    • December 16, 2005 at 7:41 PM
    • #1,216

    Yeah I did leave ND, But we were testing gameplay and not making maps beautiful... I will release this map soon to test gameplay. But I want to make some more adjustments to the layout. This might just turn into a SP map.

  • RD
    • December 16, 2005 at 7:50 PM
    • #1,217

    looks kinda apocalyptic. What are the red energy orbs in the layout shot?

  • Crackerjack
    • December 16, 2005 at 7:57 PM
    • #1,218
    Quote from Crackerjack

    Please dont mind the red dots they are there for me.

  • MJ
    • December 17, 2005 at 5:59 AM
    • #1,219
    Quote from insta

    It would probably help if you told him which textures you aren't happy with.

    well those multi bricks I dont like much.

  • Tequila
    • December 17, 2005 at 4:33 PM
    • #1,220

    I like the general geometry, prop placement etc. in that city shot Cracker, but I'm unsure about the sunlight's hue. Yellow sunshine is notriously hard to get right, and for me that just feels off. Maybe a lighter tone perhaps, something less orange and dark?

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