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WIP in WIP, post your level screenshots!


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Posted

Trapt: If it was copy or not, I do not hold anything against you man. I would be flattered if someone liked my stuff to recreate it. So no hard feelings either way.

-Method

Posted

That's pretty gracious of you Method. :banjo:

Trapt, it's almost a carbon copy, seems kinda ridiculous to pretend you didn't copy it or at least take influence from it ..or copy it. Lucky for you Method is cool with it. ;)

Posted

I don't think Trapt DID copy it and I really do think some people in here jump to conlusions WAY to fast.

Anyhow, Method, you have an admirable attitude. GG.

Tbh that's a copy just as much as it can possibly be. I guess it's fine since Method takes it so well :banjo:

Posted

Hi again :)

Sky and lighting are straight from Valve's suggestions, if I remember it correctly dod_donner is featuring similar or even identic values.

The map is a redux version of my old DoD_Nürnberg and will feature much of the old stuff. :)

The bridge is called "Museumsbrücke" and will receive some more work soon. I think it's a pretty normal bridge, at least comparing it to Nuremberg's standards... :D

Posted

Its good but your work is still sloppy as ever. I think you should really spend more time on these things, the rapid pace of development really shows and ruins alot of genuine creativity and hard work :/

Textures do not just "flow" into other textures, there has to be a seamless quality and coherence of models and textures. That seems to completely elude you in those shots unfortunately.

735556ad8434e11114a40cef40aeeedfaecde.jpg

light blue= areas where you went too geometric, a wall just doesn't "end" it is broken up, you basically just use triangles which looks hideous :/

dark blue= areas where your models just look silly next to each other and should be replaced with more coherent sets

red= areas where your texturing is poor, you should work on making textures look more natural together and flow into one another with decals and wood dividers or anything that doesn't call attention to the lack of smooth transition

Posted

Hi FMPONE,

thanks for the paintover, I'll be correcting those issues :).

You should know though that those aspects you mentioned aren't a problem of "sloppy" work on my side, but rather that I won't wait until i have a release candidate to show pictures in a WIP thread.

It's a matter of the grade of progress I make on the map. These pictures show a scenery that's maybe fifty percent finished and only one day old - I'm usually not aiming for overall perfection until a third or fourth beta goes on it's way. Most issues you named can be fixed with a few overlays or changing a model, and I promise I'll take care of these things sooner or later, but right now it might just be too soon to claim perfection ;).

Thanks again,

Albatros

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