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WIP in WIP, post your level screenshots!


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Posted

Freakman, like others said on mtut.de, your map sucks :D Joke! It looks very nice! Keep up the good work (except that you really should use some custom content)

Wfr, Sindwiller

no not at all, i think in prey you can use that standard content for a while, same in quake 4 cause in those games custom texture aren´t so important like in source atm. here is brushwork or bizarre architecture important and you can use this exellent with the standard things and models same. i think in 2 years we can talk about custom content depending on what kind of and how much maps are released. in source, too much maps are released with standard texture for example than maps based on d3 engine, so everybody has enough of that standard things in source.

so keep on freakman, looks cool :)

Posted

Long time lurker here. :) Here's some shots of a mostly concept map I was working on for the Opera. Currently working on something that's a bit more ambitious, but could use some critiquing on this material.

Alleyway / market type place in the bustling metropolis commonly known as Hong Kong. (To those who know me: Yes, I'm predictable like that. :P )

opdbmarketplace0010000oa3.th.jpg

opdbmarketplace0010001eo0.th.jpg

opdbmarketplace0010002ke5.th.jpg

opdbmarketplace0010003ww1.th.jpg

opdbmarketplace0010004mq3.th.jpg

--LMD

Posted

Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object?

Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.

i didnt mean having one dedicated to converting nurbs to mesh, i meant having one dedicated to just nurbs, then superimposing (i guess) that nurb model on the rest of the frame. or something. i'd hate to have to code that engine. :/

i can't wait for quantum computers :D !

Posted

@ lois - Yeah I agree with ferret. The 3d sky looks too unrealistic, it looks like the buildings were just thrown together. The map also needs more color imo. Appart from that it looks pretty cool :)

Posted

So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch ;)

Yes, every cell has it's own gravity. If you deactivate the forcefield, the gravity switches to the normal direction.

Posted

Well, withmulti core GPUs, could one be dedicated to nurb-based models and the other dedicated to vertex-based geometry, or am I severly over-estimating the value of nurbs for organic object?

Im not sure. Regarding that one GPU needs to stop parallel processes to recalculate NURBS-geometry into vertex-geometry, and regarding also, that the output (vertex-geometry) is often very, very highpoly so it needs a relatively huge amount of RAM to save all data. Even workstation-graphiccards, with a really big amount of RAM (1GB for *one* QuadroFX 5500) have problems with rendering high-detailed NURBS-geometry in realtime. I think, NURBS is atm something for non-realtime rendering like ray-tracing.

i didnt mean having one dedicated to converting nurbs to mesh, i meant having one dedicated to just nurbs, then superimposing (i guess) that nurb model on the rest of the frame. or something. i'd hate to have to code that engine. :/

i can't wait for quantum computers :D !

Well, there are'nt NURBS-based graphics-accelerators anymore and there won't be new in near future. And when there will be, then some hardcore workstation-graphiccards like QuadroFX.

Wfr, Sindwiller

Posted

Hi LMD :D

I'll second whats been said so far I think - at present it looks a mite drab and your skybox is too cluttered.

I like your brushwork and the very 'busy' and complex buildings, but something seems to be missing. You need to find a way on injecting more colour into the map I think, lots of signs and stuff like. I'm guessing you'[re tryingg to stay away from the neon soaked rainy look, so you're going to find another way of injecting some life into things. You could maybe make it dusk/dawn? Or have it so theres' just been a rainstorm and there are puddles dotted around the place. Maybe some street vendors cart things as well?

Posted

So... are those cells their own gravity zone? It looks like it from the positioning of the guy in the second shot, but I can't really tell. If so, nice touch! if not... well, it would be a nice touch ;)

Yes, every cell has it's own gravity. If you deactivate the forcefield, the gravity switches to the normal direction.

Nice... have you considered leaving the force field out entirely and just having the cell's gravity alone be enough to keep them in? I just imagined the image of a couple Hunters dragging some guy over, then tossing him in, trapping him on the floor 'below.' Not that you could manage that without some custom animation... but still. Seems like it'd be a cool sort of arrogant touch by the captors. :)

Very cool regardless. Looking forward to it!

Posted

Lois, that reminds me (a lot) of Deus Ex - make it in nighttime and have loads of Neon lights! :)

I think the crowded skybox works - although I agree that buildings aren't often rotated like that if they're in a confined space.

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