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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • teeluu
    • January 20, 2006 at 6:21 PM
    • #1,401

    I guess i'll be playing half-life trough once more, in case black mesa source is released some day

  • The Postman
    • January 20, 2006 at 7:20 PM
    • #1,402
    Quote from Campaignjunkie

    It's been a while, but I finally have something to show! Huzzah. [Blocked Image: http://img219.imageshack.us/img219/6758/image343338fu.jpg]

    That is fucking hot, man!

  • Belgarion
    • January 20, 2006 at 7:33 PM
    • #1,403

    wow... yeah it is

  • h2
    • January 20, 2006 at 8:13 PM
    • #1,404

    Awesome!!

  • seppe
    • January 20, 2006 at 8:41 PM
    • #1,405

    what do you guys think??

    [Blocked Image: http://img41.imageshack.us/img41/2936/denoname00004ag.jpg]

    [Blocked Image: http://img41.imageshack.us/img41/3435/denoname00012xl.jpg]

    [Blocked Image: http://img41.imageshack.us/img41/6904/denoname00023xi.jpg]

    hope you gusy like it, it's my first map, im mapping since a month now.

  • RD
    • January 20, 2006 at 9:09 PM
    • #1,406

    for a first map its pretty good xD

    I guess you should stick to somekinda theme, i dont really see what its supposed to be. A industrial coastal village?

  • ⌐■_■
    • January 20, 2006 at 9:45 PM
    • #1,407

    akreed wiht Arrrh! Deeeeh!

  • ReNo
    • January 21, 2006 at 2:07 AM
    • #1,408

    The actual architecture looks ok, but the lighting is really rather horrible and bland. Work on that and it will be looking good. First shot is the best - the building in it looks far more believable than the others. For me the blue walls of the warehouse look awkward against the tall concrete base structure in the other shots.

  • mike-0
    • January 21, 2006 at 2:35 AM
    • #1,409

    cj, i give thee permission to have my babies.

  • seppe
    • January 21, 2006 at 9:22 AM
    • #1,410

    maybe the lightning is bad, because i havn't placed cubemaps yet.

  • ReNo
    • January 21, 2006 at 2:05 PM
    • #1,411

    Nah; people seem to misinterpret what cubemaps are actually for a whole lot and lighting is one area people seem to think they influence. Cubemaps are effectively a bunch of screenshots of your level, taken from the location of the env_cubemap, that when put together form a cube (just like a sky map in HL2). These screenshots are then used to help provide more realistic reflections, refractions, and other effects on the materials that use them.

    The reason the lighting looks bad (particularly so in the second two shots) is because of a lack of shadows and contrast. It's actually almost like there are no shadows at all, though that is probably because the angle of the shots and the angle of the light_environment aren't too complimentary. Maybe get some alternate light sources in there to help provide contrast, play with the light_environment angle to get nicer shadow placement, and tweak its brightness/colour to make things more interesting

  • seppe
    • January 21, 2006 at 3:09 PM
    • #1,412

    thanks for your support

  • spacer
    • January 21, 2006 at 9:52 PM
    • #1,413

    [Blocked Image: http://another-world.org.uk/spacer/spactf1/shot00009.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/spactf1/shot00010.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/spactf1/shot00011.jpg]

    [Blocked Image: http://another-world.org.uk/spacer/spactf1/shot00012.jpg]

  • ReNo
    • January 22, 2006 at 3:00 PM
    • #1,414

    The towers look a little bland to me, needs some sort of visual effect to spice it up. Maybe some sort of electrical glow / bolts or something moving up and down the towers, could make them look like some sort of generator?

    I was making a simple test room for playing about with HL2's AI (I may be using HL2 as a base for my honours project on social intelligence in background characters) and as usual, I never settle for a simple box room. It's nothing remarkable, but I haven't posted anything (or done anything for that matter!) in ages so this is all I got to give you

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom2.jpg]

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/ai_testroom3.jpg]

  • hamst3r
    • January 22, 2006 at 4:33 PM
    • #1,415

    Reno, I really like the lighting; Its simple and clean...but mabey just a tad boring, and the windows look a a lil` weird; mabey try adding a trim?

  • KoKo5oVaR
    • January 22, 2006 at 5:03 PM
    • #1,416

    I like this architecture reno, especially that little alley below the windows. Still the lighting, nice work

  • RD
    • January 22, 2006 at 7:56 PM
    • #1,417

    Spacer: looks like somethings wrong with your lighting. I guess those tie fighters are lamps, but the pillars and floor in your map shouldnt be fully lit like that. I dont see any shadows

    Maybe you can put in a sun in space or some nebula and add some lightrays

  • DaanO
    • January 22, 2006 at 7:59 PM
    • #1,418

    Reno, i *love* how that looks, the color scheme is brilliant. The only (bah, nitpicking) part i don't like is where the roof meets the wall, that looks fake. Lovely architecture

  • von*ferret
    • January 22, 2006 at 9:24 PM
    • #1,419

    any metal support bars you could throw in on the roof reno?

  • insta
    • January 22, 2006 at 9:45 PM
    • #1,420

    Looks very nice, Reno. In addition to the trim on the upper windows, what about some metal bars infront of the lower windows? Don't want any punkass kids breaking the windows, even if that doesn't happen in computergames.

    Also, what about a fancy entrance to add some detail to the back wall ontop of the platform?

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