Mapping like there's no tomorrow, because there isn't really.
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Mapping like there's no tomorrow, because there isn't really.
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Middle point got redone a tad; still need to quickly block out the interiors
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Quote from RaduOn 11/13/2016 at 2:14 PM, Radu said: Middle point got redone a tad; still need to quickly block out the interiors
The presence of a narrative really elevates this. I think there are ways you can even further explain the circumstances such as a broken tread on the green tank or rubble in front of it (...and that's why it has stopped and is "static" in the level).
Given that WW2 is lively and boom and explodey, this is stuff people should leverage in their levels.
after long time here some wip screenshots of westwalls last update
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i tried to get the cold atmosphere out.
Looking sharp!
thx working on some versions parallel this is one of three but the best looking atm.
I have a dawn and a storm version too but they are near to unplayable but looking awesome.
tried to make a loading_screen for westwall but it gets not loaded atm
but here it is
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Create for each gamemode a .vmt file (westwall_offensive_0.vmt, westwall_liberation_0.vmt, etc...)
With;
"UnlitGeneric" { "$basetexture" "vgui/loading_screens/westwall_offensive_0" "$vertexcolor" 1 "$vertexalpha" 1 "$ignorez" 1 "$no_fullbright" "1" "$nolod" "1" }
- Export with GCFScape a stock loadingscreen - Open in Photoshop. - Drag your image over the stock one. - Save as TGA and make a VTF named; westwall_offensive_0 - Place everything in materials/vgui/loading_screens.
That worked for me ![]()
yeh its working localy but not if you pack it with vide for workshop
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couple images from the new build
Quote from Christian H19 minutes ago, Christian H said: Wow, nice job with the lighting! Looking great!
Thanks a lot man!
I had to take care of some business, but now I'm back with fresh ideas. I improved the flow of this area a bit. Added more cover and paths. Yes, you can access the first floor in the destroyed building. You can also climb up there via the broken wall parts. I'll refine them more during the art pass.
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@Radu Looking really tight. I really dig the destroyed buildings with several floors. Great job!
Figuring out the woodwork:
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here some screenshots of my recent changes
i added much more detail, made a new lightbuild and added more cover and clearer walkways
also there are more entrances to some of the keyareas
the displacement got a whole redesign on some locations
and as you see the navmesh for the bots works properly now ![]()
##spoiler should be here
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@modtools At least spoiler tag those screenshots. No need to spam so many.
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