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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • KungFuSquirrel
    • December 27, 2005 at 5:41 PM
    • #1,301

    Yeah, supposed to be a floaty space map... Problem is, they usually suck, so I'm bracing myself for failure

    Level itself is a big communications array/satellite dish type thing... shall be called "You Can't Stop the Signal" - any Q4 DM maps I do will be named after Serenity lines (while CTF maps are psychonauts references )

    Quote

    sweet, but the pink doesnt match!

    That part's not done, you jerk

  • RD
    • December 27, 2005 at 5:58 PM
    • #1,302

    cant really tell if that things really big or small

  • Zacker
    • December 27, 2005 at 6:56 PM
    • #1,303

    I don't like it yet. Besides the purple dev texture the colours are too similar and the lighting is nearly non-existing. Simply too early for me to think it is nice, but I am pretty sure you are going end up with something really nice as you always do:)

  • RD
    • December 27, 2005 at 7:11 PM
    • #1,304

    is that a person floating in the blue lightray?

  • Bluestrike
    • January 1, 2006 at 12:17 AM
    • #1,305

    Spending some time on my lil singleplayer these holidays, intro map and first map are pretty mutch done here's a [wip] peek at the second map.

    [Blocked Image: http://www.bluestrike.be/awakening/aw_map20000.jpg]

  • Bic-B@ll
    • January 1, 2006 at 3:47 AM
    • #1,306

    looks neat, though desperately lacking detail

  • Jezpuh
    • January 1, 2006 at 5:01 AM
    • #1,307

    It's a car tunnel. Look at how much detail the tunnels in HL2 had. Even less.

  • Bic-B@ll
    • January 1, 2006 at 5:23 AM
    • #1,308

    you're going to make an excuse?

    the thing needs metal, make some steel show somewhere, all you see is cement and its too redundant. maybe add some horizontal cables between the pillars and/or a steel guard rail along the outside wall. there should be some plantlife somewhere, maybe on the ledge or on the right edge of the road where the light is. there should be lights on the left side of the pic along the walls. it would be neat if it were a yellow and lit up the whole road area. there should be some crumbling of the wall too. the whole road area is just road and wall, same exact thing going around.

  • RD
    • January 1, 2006 at 9:53 AM
    • #1,309

    i dont know why Bluestrike, but your shots are always awesome

  • Zacker
    • January 2, 2006 at 1:53 PM
    • #1,310

    Yeah I agree on that there is little detail in that tunnel but it still looks great. As RD says that is just typical Bluestrike. I guess it's his background as carpenter or something which enables him to make things look good without any really cool things.

  • Quakis
    • January 3, 2006 at 6:22 AM
    • #1,311

    Resident Evil : Tension for Sven Coop - 70% Complete

    Map layout is completely finished and was made from scratch so it's very different to the last screens I showed. Currently working on gameplay, puzzles, furniture and lighting now.

    Screenshots

    Main Hall redesign - Lighting needs works

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/sc_re_tension0002.jpg]

    Corridor redesigned

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/sc_re_tension0001.jpg]

  • General Vivi
    • January 3, 2006 at 7:07 AM
    • #1,312

    ill give you my real opinion when i see that hallway with the furniture and stuff

  • Bic-B@ll
    • January 3, 2006 at 7:49 AM
    • #1,313

    where did you get tha floor texture?

  • curman
    • January 3, 2006 at 7:50 AM
    • #1,314

    i can tell by that post that bic-ball is upset.. and demanding to know

  • Quakis
    • January 3, 2006 at 7:56 AM
    • #1,315

    To be honest, I can't really remember But it's a placeholder until I make my own textures anyways so if I'm using stuff without permission it will be changed...hopefully.

  • Tailgunner
    • January 3, 2006 at 9:13 AM
    • #1,316

    Been trying to do some d3 stuff today, came up with this hallway,

    btw: Dyn light ftw

    c&c welcome

    [Blocked Image: http://www.ilijap.net/skit/d3hall.JPG]

  • von*ferret
    • January 3, 2006 at 2:26 PM
    • #1,317

    looks alright but kinda haphazard lighting in my opinion. Nothing is really lit properly, as though the lighting was simply there to evoke mood without any real thought to how it would be used in the real world. Not to sound mean or anything cause it looks cool, just not ver believable. I'm sure KFS will give you a more complete suggestion.

  • insta
    • January 3, 2006 at 2:36 PM
    • #1,318

    If you increase the strength of the white/blue lights on the side of the walls it would look better I think. Right now it's a bit too dark as ferret said. The architecture (from what I can see) looks good though.

  • Section_Ei8ht
    • January 3, 2006 at 11:40 PM
    • #1,319

    yeah, ferret pretty much nailed it.

  • MJ
    • January 6, 2006 at 3:06 AM
    • #1,320

    blue lightspot dont look right.

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