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The Spire (Gears of War MP)

  • Hourences
  • November 13, 2007 at 6:42 PM
  • Hourences
    • November 16, 2007 at 11:48 PM
    • #21

    I took a two day break to actually play GOW, nice game, loving the style, and continued on the level today.

    Redid the entire central hallway as it was too inconsistent plus polished up a side room. Only things left now are a small staircase that needs detail, and mirroring the two side rooms to the other side of the estate. Im done after that and will move on to gameplay and visual polish.

    [Blocked Image: http://www.hourences.com/things/spire8.jpg]

    [Blocked Image: http://www.hourences.com/things/spire9.jpg]

    [Blocked Image: http://www.hourences.com/things/spire10.jpg]

  • PogoP
    • November 17, 2007 at 1:03 AM
    • #22

    Looking good, you've grasped the GoW visual style nicely there.

    I wish it were that easy to make things look good in the Source engine

  • -HP-
    • November 17, 2007 at 1:30 AM
    • #23

    Stunning geometrical detail there... Although I did found this environments to be way to "brownish".

  • KungFuSquirrel
    • November 17, 2007 at 3:54 AM
    • #24

    goddamn I need to hurry up and get this game and dive into the editor. love those assets

    Love what you're doing with that main hallway, looks like the future home of some fun firefights and it's off-the chart as far as detail, but in a pretty nice cohesive way.

    I agree with [HP] that it's a little too much on the brown side, I recall the homey environments in Gears having a bit more of a blueish green tint, though the map I'm thinking of was also in a night rainy setting. Nothing some extra lighting love and/or post-processing passes can't fix, though the lighting that is there is really functional and highlights the paths pretty well.

    What bugs me the most in that second shot is the pillar in front of that arch at the far end of the hallway. It blocks what I think would be a badass visual feature. the way I actually saw it at first I thought there was a solid block of something at the top of the stairs for cover from anyone coming in from over there, but I think that's just floor detail tricking me. Might be something to try, though.

    Did I mention I love these assets?

  • aevirex
    • November 17, 2007 at 9:48 AM
    • #25

    Holy shit! Awesomeness... and actually I do like the brown with the green spots >_>

  • FrieChamp
    • November 17, 2007 at 10:10 AM
    • #26

    Woah that looks great!

  • Buddy
    • November 17, 2007 at 10:22 AM
    • #27

    Nice, I'd like to see something more custom though.

  • Psy
    • November 17, 2007 at 11:22 AM
    • #28

    Is that in-editor? My Hammer is curled up in a ball, sitting in the corner sucking it's thumb and sobbing uncontrollably.

  • Hourences
    • November 17, 2007 at 11:36 AM
    • #29

    Yeah its the editor viewport, it previews it exactly like in the game.

    Im working on an 100 percent custom map for UT3, but its a bit too much work to make absolutely every level fully custom. I cant compete with these GOW assets anyhow.

    I removed the pillar at the end of the hallway. and there is a block next to the pillar

    Color is difficult as every color looks cool in some angle:/

    Its easy to alter through post processing so Im not too worried though.

  • Psyshokiller
    • November 17, 2007 at 12:00 PM
    • #30

    You really nailed that feeling of a big mansion with very wealthy occupants. Escpecially the entrance hall reflects that well, since you don't expect such a big hall as a player, seeing the house from the outside.

  • clayman
    • November 17, 2007 at 1:35 PM
    • #31

    what happened to all the colors?

  • e-freak
    • November 17, 2007 at 2:32 PM
    • #32

    as much as I appriciate your work I think it lacks a little contrast here - The level is really top notch but I imagine running around and seeing everything in the same color lacks some point to orientate at.

  • Hourences
    • November 17, 2007 at 3:46 PM
    • #33

    Well the whole game is desaturated. Most GOW maps have a 60-70 desaturation thing going in post processing...

    I did add a little extra color though, and Ill will look into a third color later, for a little highlight to live things up. If anyone has an idea..

    Theres ivy inside too now.

    The whole map is finished now except for gameplay/cover/blocking volumes/sound/very special visual stuff

    I redid the sky, kinda, just through the material system because apperantly I cant export the base texture to Photoshop due to the cooking, yay! So I cant manually repaint clouds or so.

    DOF now blurs the sky, perhaps a bit too much...

    Theres also a chopper circling the building now, although it still moves a bit strange at times. Will add second chopper to have a little squadron going.

    Windows on the house still float a little.

    Theres now an immulsion sea below the whole thing, I personally like the improvement it gave over the pictures on the first page.

    [Blocked Image: http://www.hourences.com/things/spire11.jpg]

    [Blocked Image: http://www.hourences.com/things/spire12.jpg]

    [Blocked Image: http://www.hourences.com/things/spire13.jpg]

    [Blocked Image: http://www.hourences.com/things/spire14.jpg]

  • ⌐■_■
    • November 17, 2007 at 4:02 PM
    • #34

  • KungFuSquirrel
    • November 17, 2007 at 4:21 PM
    • #35

    Damn, that pillar made a big difference Helicopter's an awesome touch, too.

    You know, you could hit G before you take the shots to hide the light actors...

  • Sindwiller
    • November 17, 2007 at 5:36 PM
    • #36
    Quote from killertomato

  • Buddy
    • November 17, 2007 at 6:53 PM
    • #37

    I really dig it, nice use of GOW assets in there, however I'm not fan of such bloom.

    Keep up the good work H.

  • PogoP
    • November 17, 2007 at 10:08 PM
    • #38

    Noice!

  • p2xelgen
    • November 17, 2007 at 10:33 PM
    • #39

    God your fast.

    How much is your models and textures ???

  • Nexus
    • November 17, 2007 at 10:58 PM
    • #40

    Hi. A new map? Oh, looks great.

    But now, I'm going to be honest.

    THe map is too over-bloomed, you thinked ah yes more bloom better, but nah worse..

    And it looked better before u did this bloom because the bloom didn't distrub the map scene.

    And sometimes I think, it's too gray. Perhaps you need more gold colours, or red colours, or chrome colours - not just brown, walls aren't naturally brown, if they are of course made of wood or of mud. But i don't think ur going this time with that.

    .. and more doesn't mean better, the opposite

    and why does it grow plants and grass on the walls? ok, the fountain perhaps served as a source for water feeding the grass. but now look..

    whatever, THERE IS NO CRATES U FAILED .

    and.. to really provocate you - (i just want to sound smart)

    THE rooms is full of lights, but there AINT no light source as cables or powerhouse, and how can the house get water, or energy as electrition if it is standing like on a big mountain..

    perhaps it were sea around the island the house is on, but anyway..

    naah.. and more doesn't mean better, the opposite

    i thinked i told everything i could..

    and now that u wanted to hear:

    the map is good.

    sorry if this sounds very strange, but i start with the bad things of your map.

    I am not jealous.

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