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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Section_Ei8ht
    • February 27, 2006 at 4:15 PM
    • #1,621

    two shots of a different map every week. Interesting how we never see any completed maps from you, nexus...

    what you posted looks great, btw.

  • von*ferret
    • February 27, 2006 at 4:32 PM
    • #1,622

    havn't we seen this before? break up the floor.

  • Taylor Swift
    • February 27, 2006 at 5:03 PM
    • #1,623
    Quote from Section_Ei8ht

    two shots of a different map every week. Interesting how we never see any completed maps from you, nexus...what you posted looks great, btw.

    I'm almost allways to lazy to complete my maps..

    But I have decided this map can't be unfinished this map is amped for fortress-forever mod and atleast a map for a map have to be done.

    Glad you like it, I have 6 maps in wip lol.

  • ReNo
    • February 27, 2006 at 5:07 PM
    • #1,624

    Pretty funky, but also a bit sporadic and inconsistant. In places you have an upper section of wall hanging over what is below it, in others you have it leaning in as it extends toward the ceiling, in other parts it is flush with the lower wall. The support beam across the ceiling in the first pic looks awkward where it meets the angular section of wall, as it meets at a plane that isn't perpendicular to it. You should also try and do something to break up the flat wall surfaces, and get in a bit more texture variation.

  • D3ads
    • February 27, 2006 at 8:11 PM
    • #1,625

    Are those brush lights I see? You should be using some models man, there's loads of them in HL2!

  • insta
    • March 1, 2006 at 11:00 AM
    • #1,626

    Long time no post. Here's a random screenshot from a singleplayer thingy I'm working on. Currently working on getting all maps ingame and linked up, so I can begin to estimate total gameplay time (I'm shooting for 3-4 hours).

    [Blocked Image: http://img231.imageshack.us/img231/6978/map200068nh.jpg]

    This is from the first compile, so excuse just about everything

    I must say, actually playing the map gives you so many more gameplay ideas than staring at a empty notepad file. Time to write them down before I forget

  • PhilipK
    • March 1, 2006 at 11:42 AM
    • #1,627

    mm sweet insta !

    single player, that's cool u are going for that. looking forward to see more.

  • ⌐■_■
    • March 1, 2006 at 11:48 AM
    • #1,628
    Quote from PhilipK

    mm sweet insta !single player, that's cool u are going for that. looking forward to see more.

    What more is there to say?

    Sweet!

  • Taylor Swift
    • March 1, 2006 at 11:50 AM
    • #1,629

    Very nice!

  • DudeTor
    • March 1, 2006 at 12:15 PM
    • #1,630

    Funny you shoould post that now insta Nice work man.

    I've also worked on a small city17 map. Haven't had the time lately because of other commitments. Anyways, enjoy.

    [Blocked Image: http://img486.imageshack.us/img486/7870/wipcity1752dx.jpg]

    [Blocked Image: http://img47.imageshack.us/img47/9513/wipcity1760kb.jpg]

    Not sure about the light setting, maybe I'll make it noon.

  • ⌐■_■
    • March 1, 2006 at 12:41 PM
    • #1,631

    cool!

  • insta
    • March 1, 2006 at 1:37 PM
    • #1,632

    Looking good, dudetor! I like the texture use on the building in the second screenshot.

  • Furyo
    • March 1, 2006 at 2:29 PM
    • #1,633

    That's a very nice European setting indeed. One of my pet peeves with the Source engine is how models can only receive light from one source, as in your example the street light is fully lit though it should be half lit half dark (from the shadow reflecting on the building). Maybe you can try changing the source point though, to make it take its lighting at its base, making the model a bit darker. Right now the difference is really striking.

  • D3ads
    • March 1, 2006 at 2:32 PM
    • #1,634

    Much love for Single-player goodness

  • Sa74n
    • March 1, 2006 at 6:07 PM
    • #1,635

    very nice dudetor! i see you've come a long way the architecture is really spot on for old-style european buildings. the lighting could be a tad more decent but still depends on what you want to go for.

  • Minos
    • March 1, 2006 at 7:00 PM
    • #1,636

    The second shot looks awesome. GJ dude.

  • von*ferret
    • March 1, 2006 at 7:11 PM
    • #1,637

    2nd screenshot's prominent light pole is SCREAMING to be fixed in terms of lighting.

  • Flight40
    • March 1, 2006 at 10:53 PM
    • #1,638

    Love the texturing in the second shot.

  • Minos
    • March 2, 2006 at 2:10 AM
    • #1,639

    humm nothing special, was just fucking around with one of KungFuSquirrel's open source maps (dm_valor).

    [Blocked Image: http://img.photobucket.com/albums/v404/zona69/dm_valor0002.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v404/zona69/dm_valor0007.jpg]

  • Section_Ei8ht
    • March 2, 2006 at 2:47 AM
    • #1,640

    looks okay, but as you said, nothing special. A bit bland on the architecture and whats up with that horizontal cross beam going into the brick wall/window?

    but pretty good for just fucking around. My just fucking around maps tend to be an orange box room with some kind of trigger.

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