AlexM Posted October 20, 2008 Report Posted October 20, 2008 Another map I'm working on. Similar theme to the other map posted a couple shots back but totally different otherwise Quote
Freak Posted October 20, 2008 Report Posted October 20, 2008 lol looks like stalker on the first view Quote
Psy Posted October 21, 2008 Report Posted October 21, 2008 I've been working on this arena map over the past few days and hope to have an Alpha out sometime in the next couple of weeks. It's set on a small island which is a little unusual for a TF2 map but I kinda like how it's turned out so far. Just imagine being able to see the ocean for miles and you'll see what I'm going for. Quote
Minos Posted October 21, 2008 Report Posted October 21, 2008 I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old... Quote
the0rthopaedicsurgeon Posted October 21, 2008 Report Posted October 21, 2008 Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes. Quote
Psy Posted October 21, 2008 Report Posted October 21, 2008 I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old... True! I just threw in a light_env using settings from Valve's wiki. Quote
Satyre Posted October 21, 2008 Report Posted October 21, 2008 I like this gloomy atmosphere you have rendered in that house! Do you use a light for the lighting? I think you should have a spot_light, it make a better lighting coming from a lamp than a simply light. And use the falloff distance settings, that's great for this kind of ambiance. Also, add a glow sprite to the lamp . Quote
arhurt Posted October 21, 2008 Report Posted October 21, 2008 I think it's time for TF2 mappers to start trying new lighting settings? This one is getting old... Ohhhhh and what do you know about TF2 But seriously, many times when we try different settings the players complain that TF2 is supposed to have a "clean" look to easily distinguish between classes, spot enemies from afar bla, bla,bla. Also, many people stick to the standard skyboxes because it takes a little more skill to produce a cartoony sky texture than to take a few background pictures and make a composite in PS, so we usually stick to the standard light settings so they match with the sky color and background lightning. But I agree with you Quote
Quakis Posted October 21, 2008 Report Posted October 21, 2008 Three different maps, though somewhat related - Depends really. Most white in last two shots are placeholders. Quote
VoodooBenshee Posted October 21, 2008 Report Posted October 21, 2008 oh shit thats really cool looks like everything is custom? Quote
AlexM Posted October 22, 2008 Report Posted October 22, 2008 Update on l4d_yama, I've been working on a small, derelict village for the final map. Not sure on the layout for this area yet but I need to come up with something to try and draw it out for a few minutes. I love the way you detailed the interiors. It's great to see such a non-repetitive floor. Quote
Fearian Posted October 22, 2008 Report Posted October 22, 2008 Definatly, that looks fantastic! If I where you I would be careful what you put in those rooms - you dont know furnishings might impede your escape from the zombie hoard just yet... but you look like you have it covered Quote
dux Posted October 22, 2008 Report Posted October 22, 2008 God damn duke 3d rocks. How about you release some of this stuff you keep making instead of always posting pics of it here quakis Quote
Quakis Posted October 22, 2008 Report Posted October 22, 2008 God damn duke 3d rocks. How about you release some of this stuff you keep making instead of always posting pics of it here quakis Because most of it is still WIP, slowly being worked on. Though most of my time when I am working on projects is put into my 'Symphony of Orekia' mod. Quote
Minos Posted October 22, 2008 Report Posted October 22, 2008 Duke Nukem 3D Forever - a project by Quakis Quote
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