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dm_grale (updated on 15-08-09)

  • rockdude86
  • August 21, 2005 at 2:41 PM
  • rockdude86
    • March 12, 2006 at 9:24 AM
    • #141

    heres another early one of the " back left" part of the map:

    [Blocked Image: http://img61.imageshack.us/img61/3642/dmxgralexxiiiifast000022kv.jpg]

  • von*ferret
    • March 12, 2006 at 9:30 AM
    • #142

    trim the wall on the right so it merges better with the other walls.

  • MJ
    • March 15, 2006 at 10:12 AM
    • #143

    need to lighten up those bottom areas..

  • Skjalg
    • March 16, 2006 at 7:12 AM
    • #144

    Your texturing skills are beyond me! How do you do those arches that good?

  • insta
    • March 16, 2006 at 7:21 AM
    • #145
    Quote from Skjalg

    Your texturing skills are beyond me! How do you do those arches that good?

    Alt+Rightclick ?

  • rockdude86
    • March 16, 2006 at 7:38 AM
    • #146

    yeah alt + right click... but thats not the end of the story, some "arches" need different texture scaling etc... also its sometimes really iritating seeing the fact you can align them to the world or the face but i use the "align to face" technique most often. also i make use of a lot of helper brushes that are deleted afterwards (sometimes theres nothing to alt + right click on or there is but doesnt work like you want to right away so sometimes its simply faster to create a "helper" brush)

  • Skjalg
    • March 17, 2006 at 5:56 AM
    • #147

    Yeah I know, I use the "helper" brushes too, but with corners rounded off here and there and arches going this and there and its skewed in all axis' sometimes it just wont get right because the "align to face" wont work :/ And that takes alot of time to fix.

  • rockdude86
    • March 17, 2006 at 11:05 AM
    • #148

    true... it can be hella anoying sometimes. if only we had patch meshes for hl2 *eventough displacements can come pretty close to them sometimes*

  • rockdude86
    • March 25, 2006 at 10:08 AM
    • #149

    another little teaser on where im taking the front castle...

    [Blocked Image: http://img67.imageshack.us/img67/98/dmxgralefrontfast00032uu.jpg]

    lighting stil very off.. only compiled this part of the map so its missing a lot of shadows etc...

    (edit) heres another one... lol

    [Blocked Image: http://img82.imageshack.us/img82/3813/dmxgralefrontfast00043ou.jpg]

  • Oski
    • March 25, 2006 at 11:55 AM
    • #150

    Looking very cool there. But it has a huge lack of spires! If you want to borrow my extremely hot looking spire, just tell me. It looks awesome ingame!

    http://valkyria.campus.luth.se/oski/Stuff/spire.jpg

    hehe.

  • Grinwhrl
    • March 25, 2006 at 12:34 PM
    • #151

    awesome!! just gets better and better

  • dux
    • March 25, 2006 at 1:34 PM
    • #152

    Really nice man, doing a great job. Really reminds me of the castle from the Unreal intro and dm_barricade from UT1 for some reason.

  • rockdude86
    • March 3, 2007 at 11:14 AM
    • #153

    getting back on track :wink:

    [Blocked Image: http://img91.imageshack.us/img91/3310/dmxgralexxxlow30012ue4.jpg]

  • EviLTaxi
    • March 3, 2007 at 6:27 PM
    • #154

    wow. one year later. well, good that you're "back on track" at all

    I think architecture and layout is great but it really lacks color variation I think. It all looks pretty dull because almost everything is grey. is that your intention?

    the bricks are all made of the same material, it's okay that they look the same all over the place. but even in places where you could have added color like the roof or the rock material, you didn't. they're all grey.

    to get some more color in there you could add banners and flags for example.

    another thing that makes the whole map look very ut-like is that it looks like a "perfectly rundown" place. and that makes this whole environment look artificial. (and I believe you want to make it look realistic) "perfectly rundown" because on the one hand there are holes in the walls and broken floors etc but right next to such areas is a totally clean floor with a trim that perfectly edges the whole platform.

    mh before I write anything more please tell me if I talk & talk although it all is intended to be like that

  • Psy
    • March 4, 2007 at 4:54 PM
    • #155

    Holy Mother of Jesus! That's...immense!

  • Rick_D
    • March 4, 2007 at 5:47 PM
    • #156

    It's very monotone - like what's-his-name said it needs some variation, between upper and lower levels would make the height variation stand out a bit better.

    Still, way to go for not abandoning a project

  • zeon
    • March 4, 2007 at 8:53 PM
    • #157

    really love these screens. but i agree with the others. try to get some more colors in. could be green, grass and such that has grown on the walls.

    this inspire me to make some sort of map for DM aswell unreal like.. cant wait to see more screenies!

  • rockdude86
    • March 17, 2007 at 1:00 PM
    • #158

    tnx for the comments... all taken into consideration :wink:

    about the lighting i dont really know what way i want to take it but ill get to that later on.

    heres a crappy youtube vid: http://%7Boption%7D

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  • hydeph
    • March 18, 2007 at 4:24 PM
    • #159

    nice~!!!

    as rick says it is a little monotone, perhaps you could add some rocky/cliffs around the castle

    the torch lights look simply awesome tho

  • MJ
    • March 29, 2007 at 3:18 AM
    • #160

    still dark down thur..

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