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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • RD
    • March 5, 2006 at 2:32 PM
    • #1,701

    Looks awesome Quakis. I used to map duke, it was amazing the stuff you could do in build

  • insta
    • March 5, 2006 at 2:36 PM
    • #1,702
    Quote from RD

    Looks awesome Quakis. I used to map duke, it was amazing the stuff you could do in build

    Yeah, I remember all the wacky tricks one would have to do to get "room over room".

  • Ginger Lord
    • March 5, 2006 at 2:54 PM
    • #1,703

    Just a little something I'm working on, its a Normandy Farm/Barn area. Its seriously lacking at the moment imo, any ideas? It's not for DoD:S so I can't use more of their stuff, the current dod stuff needs to be removed and replaced with custom anyway. I think I can probably get the fog distance a bit higher as well, the map is quite open with a lot of hedgerow fighting.

    [Blocked Image: http://img433.imageshack.us/img433/7357/farm0kb.th.jpg]

    Ignore the big blurry bit top left, I forgot to hide the HUD and cant show that

  • Grinwhrl
    • March 5, 2006 at 3:05 PM
    • #1,704

    Looking nice so far Ginger_lord

  • rockdude86
    • March 5, 2006 at 4:09 PM
    • #1,705

    looking nice ginger, good start. only thing besides what you mentioned that looks weird is your grass sprites. they look a bit too random

  • skdr
    • March 5, 2006 at 5:39 PM
    • #1,706

    Ginger_Lord

    you should try something new with your building design, everytime I see your maps your houses has basic V shape rooftops, no other detail. I know normandy had these kind of buildings but maybe add some more detail to house walls, maybe outer entrances to buildings, chimneys, small towers etc.

    Also, seems like your rooftop displacements are rather roughly lowered, try bigger radius and smaller height level.

    Also those walls are just plain walls, add supports, height difference and cracks etc.

  • Ginger Lord
    • March 5, 2006 at 7:09 PM
    • #1,707

    I've really slacked on mapping lately, started when I went to Uni. Just don't have the time of the willpower to sit down and do a few straight hours of work anymore. Combined with the fact I was saving up to start doing some work for DoD:S maps and then DoD turned out to be a load of dribble. Gave up on that and concentrated on the mod, leading it and virtually coding the base of it from the ground single handedly as someone with no C++ experience was an immense challenge.

    [Blocked Image: http://img147.imageshack.us/img147/8088/hajradar00543cx.th.jpg]

    Heres an updated one from same angle, some lighting errors, but meh I have the cold of the decade. Probably overdone the supports/buttress' now

    [Blocked Image: http://img308.imageshack.us/img308/1171/hajradar00533ky.th.jpg]

    And the grass looks out of place at high angles, but down at eye level it looks fine imo.

  • skdr
    • March 5, 2006 at 7:38 PM
    • #1,708

    Looks ALOT better now.

  • PhilipK
    • March 5, 2006 at 7:52 PM
    • #1,709

    indeed, that last shot looks very neat

  • Minos
    • March 5, 2006 at 11:28 PM
    • #1,710

    nice atmosphere

  • von*ferret
    • March 6, 2006 at 4:37 AM
    • #1,711

    You utilized the sky fog very well. What art assetts are yours?

  • Ginger Lord
    • March 6, 2006 at 10:06 AM
    • #1,712

    By art assets do you mean what have we created?

    All the textures in there, all the models aside from Sandbags, telegraph pole and foilage (which is scaled up DoDS bush). The trees are off the internet.

  • rockdude86
    • March 6, 2006 at 10:19 AM
    • #1,713
    Quote from ginger_lord

    By art assets do you mean what have we created?All the textures in there, all the models aside from Sandbags, telegraph pole and foilage (which is scaled up DoDS bush). The trees are off the internet.

    link?

  • Ginger Lord
    • March 6, 2006 at 10:54 AM
    • #1,714

    http://www.uni-weimar.de/~viehoefe/hl2/

  • Taylor Swift
    • March 6, 2006 at 1:41 PM
    • #1,715

    Looks nice ginger lord but it needs more variation.

  • RD
    • March 6, 2006 at 5:39 PM
    • #1,716

    ginger those machineguns are aimed at a wall

  • seppe
    • March 6, 2006 at 5:57 PM
    • #1,717

    those aren't machine guns, they are that weird mortar launchers.

  • teeluu
    • March 7, 2006 at 5:58 PM
    • #1,718

    Cool. Finally i see a decent fog in hl2. As mino said, nice atmosphere.

  • Meotwister
    • March 8, 2006 at 4:04 AM
    • #1,719

    really nice atmosphere as others have said. . . one thing, it's overcast/foggy right? why is there a strong shadow being projected from the house?

    bout the only thing i see

  • ⌐■_■
    • March 8, 2006 at 6:51 AM
    • #1,720

    what are your fog configs ginger?

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