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WIP in WIP, post your level screenshots!


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Posted

Plodding away at this in my very limited free time. I am hoping to replace the big ugly brushes with models when I get spare time. I also need to start thinking about routes around the map. Now I think about it I also need to make lots of little glows for the fairy lights :(.

*edit*

If you want to know about the scale, a player is smaller than a bauble on the tree.

*edit again*

Yes I know theres no fire ;).

mice_house.jpg

Posted

Nice props and textures tomdon, but i think you should really work on the lighting because it's pretty easy to make an awesome one in a rats map :-D

I would say using 3 sources of light, rather than the main light displayed by the lamp a direct light from a window would make something more contrasted i think, the garland from the ceiling and the glowing light of the fire

Posted

I like the sound of that.

That has a really good egyptian feel to it Ooghijmiqtxxa :)

Thanks guys. :D

Ooghijmiqtxxa:

that looks very cool! beautiful scene and creative concept! good luck! :)

one suggestion though: dont use a dim color for the weapons because the contrast (wich is good,mostly) suffers from it!

What color would you suggest? I'm going for a triad of colors; Orange, purple and green. I'll play with it a bit more and see if I can get it looking better.

I've worked on it a bit more last night and this afternoon. I've created the second room and connected it to the first with some simple hallways. I'll have something better in the final, but for now they'll do.

First room again:

garden20005yn9.th.jpg

Hallway connecting the rooms:

garden20006rn0.th.jpg

This is the second room or "flood room" as I put it when making it:

garden20007dc3.th.jpg

Deeper inside the flood room:

garden20008bj9.th.jpg

The water in the flood room:

garden20011wv1.th.jpg

I tryed to destroy the tops a bit. I'll destroy them more once I create the textures and decals for it:

garden20009dx7.th.jpg

Looking up from the bottom of the flooded room:

garden20010dm7.th.jpg

I'll be adding more detail to the tops of these rooms. I want it to look like an ancient magical ruin of some sort where people lived so I'll have windows and doors too. The water area in the flooded room will have doors and windows underneath the water to make it seem like it actually flooded some homes.

Posted

wow, good work man! :D

i dont know if i like the idea of the colors. its your map, your work and maybe even most important: your insight. however, from what i can see in the screencaps wouldnt use any color. just white, or.. maybe ligth-yellow. i dont think arcade colors make a good mix with the atmosphere youre probably trying to create. :) anyways, these are just my 2 cents. i think your maps looks very fine already so dont worry too much ;)

:elrey:

Posted

Looks good, BUT... You're using the stone trim texture to form a lot of 90 degree angles. It results in a very mechanical feel, like a style of video-game architecture that doesn't seem particularly old or realistic. I suggest making some more trim texture variants and mixing some slanted 20 or 60 degree angles into the walls and layout.

In the new Prince of Persia's (especially Sands of Time), look at the structure of the environments more closely - they curve a lot of straight edges and stretch some perpendicular corners to get a more "lived-in" feel to the levels. Sometimes it's very subtle, and almost borders on useless, but it really matters in the end.

Posted

Oog it appears you're not familiar with aligning textures. Click one texture and hold alt, then while still holding alt right click the texture you want to align it with.

Your curves will benefit especially from this ;)

Posted

Love it oog, tho it's of course obvious it's wip :)

I like the colors in your lighting, I think it will be very easy to make out the different routes and important areas, which is essential for a dm-level.

Also make it for hl2dm pro. ;)

For the pickup runes you mentioned you should make a symbol for each type of pickup, like a cross for health, a sword for weapons etc~~~

Posted

Nice tomdon!

You might want to make the TV screen self-illuminated and light emissive to add to the realism. And I don't get the ceiling lamp... anyways, cool work :)

Ooghijmiqtxxa, I really like your map, the thumbs kind of remind me of the Q3 level design style.

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