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WIP in WIP, post your level screenshots!


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Posted

Another update for Theed Palace, recently released screenshot of the throne room. Again, it's still very WIP.

newscreen1kb5.th.jpg

Awesome =)

The only thing that bugs me is the big window, it doesn´t look as good as the other stuff and seems to be out of proportions, also the acctual wall seems to be VERY thin. might be the angle aswell.

otherwise its cool

Posted

That Quake 1 Engine is called Build ;) Duke Nukem :)

Quakis: Please host somewhere else. Imageshack either refuses to load or will put so much JS on the picture that every Ad block will hide it...

edit: got it working - it's too clean, thus the colors are too much. Try to work on the color sheme and add some structure to these walls (break up horizontally). also make that window stand out much more if possible. I'd expect it too have atleast 30 cm of depth into the wall at that scale. The reflections look fake too, don't know if you did the good ol' half-life approach of mirroring the bsp and making the floor translucent or if it's source horrible cubemaps, but i'd definitally tone down these or remove them completely. and those bulbs look kinda out of place. can't really tell what they are doing. if they are lights then make them lights by increasing dynamic range in that scene and disable them being shadowed them selves. the pillars (red part) could do with a better end on the top part. right now they are popping into the square stone too much.

cool stuff none the less :) keep up the good work :)

crappy paint over:

newscreen1kb5kopieui2h.jpg

Posted

Looking good Quakis. Did you flip all the geometry vertically for the reflective floor?

Like e-freak suggested in his painover, I think the walls would look good if they were split vertically and another texture introduced.

Posted

Looking good Quakis. Did you flip all the geometry vertically for the reflective floor?

It's actually an orangebox shader "lightmappedreflective" which you apply to the textures. Aigik has been experimenting with it, he used a guide from here.

Yes, Q1 - you asekd some time ago about Q1 mapping, did you started?

No, too many projects as it is. Atleast I know how to have it ready whenever I do.

I'd expect it too have atleast 30 cm of depth into the wall at that scale.

According to Aigik (mapper) that's how it looks in the movies which he based them from; (the models are missing the panes D=)

window.jpg

Posted

Yes, that paintover would not help the level unless you slap some covers in there and port it to GOW, stick with the env you got now. The texture on the ceiling above the window is at a 45 degree angle, but maybe that has been said/fixed already :)

Posted

Im currently working on a cs-map on an oilrig.

Layout is finished, now im doing the design. Well, im doing this, when i have some time... stupid exam periods at the university.... :D

cs_offshore50008vhhe.jpg

cs_offshore50016th5l.jpg

Posted

It looks a bit empty for the moment, and the reflections on your walls are probably too intense. Check your texture alignment on the vents too.

Otherwise I really like these shadows in the last picture!

Posted

Hmm, you may be right about the reflections, I´ll tune them down, thanks.

But I wasn`t intended to add more stuff, I don`t want it to be too messed up. OK, its an oilrig^^ It should be messed up but in my opitnion that may be confused for the players as they can`t stay focused on the gameplay...

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