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WIP in WIP, post your level screenshots!

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On 9/8/2017 at 8:22 AM, ics said:

For the past 2 years, ive been making maps, especially halloween maps for Team Fortress 2. Both last year and previous before that, Valve included those halloween maps into the game as official levels. They can't count to 3 but i decided to do something for the players anyway.

408EB516A4949606C13EA1C8411F4E39F7630B74

Soon.

May I ask, is the treeline and the sky final?

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Keep working with tides, looks good so far.

 

19 hours ago, Hipshot said:

May I ask, is the treeline and the sky final?

I'm not sure yet, It's a WIP and from angle that you rarely see from such high above.

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1 hour ago, CWardee said:

Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

1.thumb.png.14c84fee5ba6ff34f5bca7dcdfe39529.png

Looks awesome but where is that red light on the right really coming from? Even if it's rotating it's not obvious enough IMO for that large an amount of light

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8 hours ago, CWardee said:

Little heistent to show this stuff at the mo as it's pretty early days, but I've made some progress on an Unreal scene, planning on going for an derelict Chineese or Soviet Missile Silo, Danger signs are placeholders at the mo. Just a heads up the red light on the ceiling rotates

1.thumb.png.14c84fee5ba6ff34f5bca7dcdfe39529.png

Nice lighting!  But the normals on the meshes look a bit too noisy imo.

Edited by Corvus

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Thanks very much for the feedback! The light is that tiny one up top on the ceiling, I'll try and brighten it up a bunch & make it more obvious. I'll definitely also see what I can do about the Normals

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6 hours ago, nick nugent said:

@Radu We've actually released the standalone mod back in August of last year.  Took sometime but we finally got it released.

Oh, that's cool. I see it's planned for a Steam release as well? A bit late to the party though. How is it different from the rest of the lot: l4d, zombie panic: source, contagion, no more room in hell, etc?

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On 08/09/2017 at 3:19 PM, Sjonsson said:

You're correct about that for sure. I looked through the library and couldn't really find the Italian feel anywhere. So I have been looking more at other canal-filled places like Amsterdam. I mean City 17 is in Prague so I don't think it's possible to make it look authentic to Venezia.

Wait, that's Veniz right? All these langauges and changing names, in Swedish it's 'Venedig'. WHY would you rename someone else's city? 

I was a bit worried at first about using water as obstacles. But the combine force field/fences helps out a lot when it comes to closing off the canals without obstructing the vision forcefully with boats, physical barricades etc. But yeah I agree, water levels are cool! I especially love canals.

I think cities change name cos they normally contain sounds and letters not present in other languages. Stockholm is Stoccolma in Italian. You guys mixed Italian and English there :D

Anyway is very hard to make a convincing environment with the wrong textures. Not sure it was ever disclosed where City 17 is… first time I hear Prague actually. There are several plaster textures in the HL2 set, maybe you can do something convincing anyway. Or maybe you can use CSGO/CSS textures?

I also love the Kanals environment Valve created, I was supposed to create one for Riot Act (part two) before it went off a bit another way.

Interested to see where it goes. What's the "assignment"/brief?

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@Radu , Yeah we released on steam actually which was a blessing in of itself.  Mainly gameplay wise, just expanded on they original concept and added various gamemodes to the mix.  Though it does has a arcade type feel to it.

Edited by nick nugent

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