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  4. Day of Infamy Mapping Contest

Brest

  • Vaya
  • September 22, 2016 at 11:40 AM
  • Radu
    • December 10, 2016 at 10:12 AM
    • #81

    Where's dickbutt? Come on, guys.. have I not taught you anything? You've got to have dickbutt.

  • will2k
    • December 11, 2016 at 12:13 PM
    • #82
    Quote from Terri

    On 12/10/2016 at 0:00 AM, Terri said: Today I did a pretty huge change to the 3D skybox, I'm now very satisfied with how it looks. As it's all mesh now, I baked all the lighting information from a cycles render (256 samples) into these textures and it looks fairly realistic :)

    Looks great

    Just make sure to have it as cheap as possible (textures/polys/...) otherwise it might start to affect your fps if it's too detailed or there are several parts like this one in the 3D sky.

  • Harry Godden
    • December 11, 2016 at 12:17 PM
    • #83
    Quote from will2k

    2 minutes ago, will2k said: Looks great

    Just make sure to have it as cheap as possible (textures/polys/...) otherwise it might start to affect your fps if it's too detailed or there are several parts like this one in the 3D sky.

    Yeah its around 2 - 3 thousand faces, but i'm hoping having it as an unlit material will make up for the performance loss

  • Lizard
    • December 14, 2016 at 5:37 PM
    • #84

    Hello once again! For the last 2 weeks we were trying to improve some of the areas of the map visually and gameplay wise. We all agree that the church part of the map could be done better. So here it is Here you have a comparison with an old oneCOMPARISON[Blocked Image: http://i.imgur.com/vpTLxbZ.jpg][Blocked Image: http://i.imgur.com/bpazpb1.jpg][Blocked Image: http://i.imgur.com/DgrdLzC.jpg][Blocked Image: http://i.imgur.com/kdGHyZz.jpg] Also we added a small path behind the church. Regards!

  • Minos
    • December 14, 2016 at 8:51 PM
    • #85

    This looks very nice :)

  • OrnateBaboon
    • December 15, 2016 at 2:58 AM
    • #86

    Looking good guys. Couple of things stand out to me.

    The paths around the church look a little narrow (especially in the corner). It is almost as if a single person would find it hard to walk on the pavement without having to shimmy up against the wall. The other thing is the two pillars at the edge of the ramp. They don't appear to serve any real world purpose.

    Maybe something like this could work better? Excuse crappy PS work please!


  • Lizard
    • December 15, 2016 at 8:50 PM
    • #87
    Quote from OrnateBaboon

    17 hours ago, OrnateBaboon said: Looking good guys. Couple of things stand out to me.

    The paths around the church look a little narrow (especially in the corner). It is almost as if a single person would find it hard to walk on the pavement without having to shimmy up against the wall. The other thing is the two pillars at the edge of the ramp. They don't appear to serve any real world purpose.

    Maybe something like this could work better? Excuse crappy PS work please!


    Display More

    Thanks for your feedback @OrnateBaboon Will look into the issues :)

  • Vaya
    • December 19, 2016 at 10:14 PM
    • #88

    [Blocked Image: http://i.imgur.com/fiAOdEN.png]

    Terri made a sign to stop people drowning themselves ;)

  • poLemin
    • December 19, 2016 at 10:44 PM
    • #89

    I don't speak Italian. 0/10 would drown.

    looks great

  • Guest
    • December 19, 2016 at 11:32 PM
    • #90

    yall is talented

    But really, you guys should be proud. I love the look of the map and from what I'm seeing I think it will play well with the current game. You've set the bar really high for future DoI maps.

  • Lizard
    • December 19, 2016 at 11:46 PM
    • #91
    Quote from Vaya

    1 hour ago, Vaya said: [Blocked Image: http://i.imgur.com/fiAOdEN.png]

    Terri made a sign to stop people drowning themselves ;)

    Good guy @Terri . You made a world a better place ...

  • Vaya
    • December 22, 2016 at 7:48 AM
    • #92

    Final Workshop done. Game banana incoming

  • will2k
    • December 22, 2016 at 10:50 AM
    • #93
    Quote from Vaya

    2 hours ago, Vaya said:

    Damn son(s), I'm proud of y'all :D

    Looks very polished and detailed, love it.

    One minor nitpick is the slightly "clean" look of the cobblestone floor in the dock area (1st pic); one would expect it to be a tad dirtier in a busy docks area. This is just an observation based on the screenshots only and this could be different in-game. If that's the case, disregard this nitpicking :)

    Really solid contender here, best of luck

  • Vaya
    • December 22, 2016 at 11:27 AM
    • #94

    thanks @will2k :D

  • blackdog
    • December 22, 2016 at 11:52 AM
    • #95

    Congrats @Vaya, looks great. I particularly dig the gradient coloured skybox ??

  • Vaya
    • December 22, 2016 at 12:22 PM
    • #96

    @Lizard deserves the credit for that :D

    @Terri for all the amazing models

    This one truly has been a team effort. There was points of contention during development (disagreements about direction and changes made) but we've all came together and worked out any issues pretty amicably in the end. Lesson learned from this contest = more communication and regular meetings. I don't think ridged roles work. As we've all done lots of different aspects of map creation now there's going to be overlap in skills- different opinions on things.


    Now to just convince them both on the next project... :D

  • Vorontsov
    • December 22, 2016 at 12:37 PM
    • #97
    Quote from Vaya

    13 minutes ago, Vaya said: Now to just convince them both on the next project... :D

    The polack is coming with me

  • Harry Godden
    • December 22, 2016 at 4:10 PM
    • #98

    A video of Brest from start to finish :)

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  • Vaya
    • December 22, 2016 at 4:47 PM
    • #99

    nice to see the version with fucked area portals at :21 again

  • Andre Valera
    • December 22, 2016 at 9:12 PM
    • #100

    Congrats on the release!

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