Veeblur Posted February 24, 2014 Report Posted February 24, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes CT spawn catwalk from ct spawn to vent Tside garage not final compile... Looking good! Would suggest adding more small lights on the exterior to lead the player (judging by screenshots only). The path to B-site in the first shot looks very dark along the catwalk. garage - keeping with the dramatic lighting, you could throw some flood/spots along the ceiling to cast nice shadows from the beams onto the upper walls or maybe the floor. The stairway in the foreground looks super dark. And maybe drop a stain/props near the bronco wheels? Tires on clean concrete tend to look like they are floating (minor, but they always pop out at me). Maybe throw some really tall antennae on the roof to oppose the metal work shooting into the sky. Something to balance your screenshots and give the sky depth. Can't wait to see more! Quote
Chrillen Posted February 24, 2014 Report Posted February 24, 2014 That looks insane mr.P. Very original. Now excuse me while I save those screenshots into my reference folder. Quote
will2k Posted February 24, 2014 Report Posted February 24, 2014 got some time over this weekend, adding a few wip from my latest level, left to do: fixes, fixes, fixes not final compile... Great work Reminds me of the dam level in Return to Castle Wolfenstein. This could also work as a finale level for L4D2 if you ever decide to recycle Quote
mr.P Posted February 24, 2014 Report Posted February 24, 2014 thanks all, veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week however in its current state player silhouettes are an easy read Veeblur 1 Quote
Veeblur Posted February 24, 2014 Report Posted February 24, 2014 thanks all, veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week however in its current state player silhouettes are an easy read Sounds good - just wanted to make sure it was on your radar. It pains me to see players jack up the brightness on nice looking maps to counter dark spaces (Seaside for example), but that also depends on the audience you are trying to reach I suppose. Either way, I really like the direction you are taking with the lighting so far. Quote
tr0nic Posted February 24, 2014 Report Posted February 24, 2014 Give some love to that dome spence 1 Quote
ElectroSheep Posted February 24, 2014 Report Posted February 24, 2014 Nice idea ! I'm just not a fan of the lighting. The reddish door light is just so overused. Quote
El Moroes Posted February 24, 2014 Report Posted February 24, 2014 Aaaaah bunkers...I like this thematic too Quote
mr.P Posted February 24, 2014 Report Posted February 24, 2014 Nice idea ! I'm just not a fan of the lighting. The reddish door light is just so overused. ye know, thats pretty much what I've been thinking since I added 'em; we had red light on some exteriors in the army, harder to see in distance, even tho it's probably the most overused color in games - and one the hardest light to make look good, don't think I'm the person to tackle that might change it to violete or indigo but that might make it look like a pornshop, we'll see, will test some more at some point - and probably change it Quote
Squad Posted February 24, 2014 Report Posted February 24, 2014 Looking great, mr.P! I'm not sure about the fog. The more I look at it, the more I wonder if it looks "right" Could be the pics maybe, but just behind the map the fog turns into a solid wall (are you using it for VIS blocking perhaps?). I think it'd look better if you could see some distant objects through it. Either by increasing maxdistance or by throwing some silhouettes at the horizon in some places (ie: pic below) Oh, and those red lights on the crane tower/telecom pole are a bit weak from a distance. Looking forward to more progress Seldoon182, Sentura and paranoidMonkey 3 Quote
owk Posted February 25, 2014 Report Posted February 25, 2014 Hi, this is my wip, in a remake I'm doing. as you can see I am no expert, I need become familiar with the program and improve a lot. 2014-01-29_00001.jpg 2014-01-29_00002.jpglooking at the screen looks very ugly remake but the gameplay does not look bad I wanted to show the progress of my map, this evening we will playtest 2d-chris and ⌐■_■ 2 Quote
mr.P Posted February 25, 2014 Report Posted February 25, 2014 Looking great, mr.P! I'm not sure about the fog. The more I look at it, the more I wonder if it looks "right" Could be the pics maybe, but just behind the map the fog turns into a solid wall (are you using it for VIS blocking perhaps?). I think it'd look better if you could see some distant objects through it. Either by increasing maxdistance or by throwing some silhouettes at the horizon in some places (ie: pic below) Oh, and those red lights on the crane tower/telecom pole are a bit weak from a distance. Looking forward to more progress you are right about the fog, it looks absolutely shit! still working on the skymap, the idea is to have a nearby naval base in a fjord-like canyon that leads to the sea, will also increase the distance, but keep the bluish tint since it's suppose to be mist, the yellow-vertigo tower is a placeholder, at first I was hoping I could use it - of pure laziness; but it's to low res, so will make my own instead, same goes for the radar-dome (think somebody else mentioned it) - it's a placeholder and will be replaced Quote
Vilham Posted February 25, 2014 Report Posted February 25, 2014 Hi, this is my wip, in a remake I'm doing. as you can see I am no expert, I need become familiar with the program and improve a lot. 2014-01-29_00001.jpg 2014-01-29_00002.jpglooking at the screen looks very ugly remake but the gameplay does not look bad I wanted to show the progress of my map, this evening we will playtest 2014-02-25_00001.jpg 2014-02-25_00002.jpg Interesting, I like how the area is very open to the sky and looks like one area, but is still divided up for the gameplay (I hope, I will have to see tonight) Quote
mr.P Posted February 28, 2014 Report Posted February 28, 2014 svenska banor till svenska spelare! Veeblur, Oskmos, Squad and 1 other 4 Quote
Pampers Posted March 2, 2014 Report Posted March 2, 2014 Sidekick! he is good at picking up coins for you and crashes the game all the time Vilham, Rick_D, TheOnlyDoubleF and 1 other 4 Quote
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