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Marcos

WIP in WIP, post your level screenshots!

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i didn't want to confuse you :P

the idea is more or less a ancient (sounds new and innovative, right?) whatever with some meteorite shards/splitter... the cool thing is to see this in motion, it has a very nice shader on it (imo).

btw: i'm pretty proud that i use all custom textures and prefabs.

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Not much at the moment, I'm pretty much just working on single sections and touching up, detailing, changing textures around till its perfect then moving on.

Still have some changes to make with this section. Want to add in sliding Grate for enterance into the ladder area above. Angled to match the rest around it. Place some decals here and there, add in some differences in the lighting and fix some of the lighting issues still there.

but basically this is just a sublevel access kinda area, so lighting may go darker and have some flickering and slighting different colors.

Interesting to hear other peoples ideas suggestions etc :P

hallway0001ab7.jpg

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that stripe texture seems overused, if you were to have it only on the vertical columns or only on the horizontal elements, it would look better, imo.

also, +2 for pistolwhipping.

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hm, I think the horizontal ones I might play around with a plated metal texture of some kind. would go better when I make a ladder cover I think.

thanks for the quick feedback :P

and Pistal whipping is the only way to go, get that nice solid bone crunching crack off the back of the head, instead of a quite slash, makes it feel like you really did just kill the guy in one hit :P

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q41po2.jpg

q42bb3.jpg

Subtle lighting is not something I'm good at, so I apologize for any burnt retinas.

Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source. Hopefully I can stretch this out to a 1vs1 DM map.

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@Lost

Very neat. Reminds me of Natural Selection and the Tremulous maps. Nice illumination but could use some more contrast lighting tough. You could also make a broken lamp in the middle who is flickering or something.

@Insta

Not bad (i hope that those are custom textures :? ). Nice texturing and neat brushwork. I think it would look better with darker lighting.

Wfr, Sindwiller

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Insta: looks like a pretty good use of the stock content. :P

Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.

As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.

Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. :) Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).

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Lighting will definitely take some time to master, just remember - keep your overlap down and watch your shadow counts. Some cool geometry there; I think it'd pull off really well with a better lighting pass.

Thanks for the feedback. A thing I was wondering about the lights;

are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount?

As an MP map, I'm not sure it'd fare so well. You probably won't want any doors at all and you'll need to be really careful with brushwork and lighting. Right now it looks a bit better suited for SP.

True. Should provide me with a great opportunity to really learn the scripting/entity work, since right now I can't even trigger entities :S

Also: you can take screenshots at any resolution you please - try "screenshot 4000 3000" and then sample down if you want to smooth things out as much as possible. :) Poor man's AA if your hardware can't handle it (plus the editor doesn't like to run if AA is enabled).

I'll try that next time. For these screenshots, I dared to go up in resolution to 800x600, but had to turn it back down to 640x480 again when I wanted to actually play the game.

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A thing I was wondering about the lights;

are there any limits as to how many you can have in a scene at once? I understand that if a light shines on more han 3 surfaces at once, it will get quite expensive to render. Is it better to have few lights which shine on many surfaces each, or can you throw in a heap of lights as long as each has a low facecount?

A question I wouldn't mind knowing the real answer to. As far as I know there is no limit. I've just been making sure my lightcount per surface is low and I havent had any problems.

As everyone else said. Looks good, but the lighting would really spruce it up and make all the difference in the world.

Learning the Doom3 engine/radiant editor. Alot of fun, and a huge change from Hammer/Source.

Watch yourself or you'll end up like me, spoiled by radiant, unable to go back to hammer. ;)

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