AlexM Posted February 15, 2009 Report Posted February 15, 2009 ^^^^^^^^^ very nice! I love the overall color tone to the map Quote
aaron_da_killa Posted February 15, 2009 Report Posted February 15, 2009 That space in the second screenshot looks a bit linear the0rthopaedicsurgeon, as does that interior space in the first screenshot (not much you can do about that one), just feels very Counter-Strike-default-mapsish to me you know? Perhaps it could use a little bit more love? Quote
e-freak Posted February 15, 2009 Report Posted February 15, 2009 i like it as is needs more zombies and zoeys though Quote
Skacky Posted February 15, 2009 Report Posted February 15, 2009 That second picture is really amazing. You got something very nice here, keep it up. Quote
sarge mat Posted February 16, 2009 Report Posted February 16, 2009 @the0rthopaedicsurgeon Looking good man. Love the style. Looking foward to seeing more. Quote
Hipshot Posted February 17, 2009 Report Posted February 17, 2009 ^^^^^^^^^ very nice! I love the overall color tone to the map I was just going to ask - where'd all the colors go? Quote
the0rthopaedicsurgeon Posted February 17, 2009 Report Posted February 17, 2009 ^^^^^^^^^ very nice! I love the overall color tone to the map I was just going to ask - where'd all the colors go? The colour correction is temporary, L4D always has correction on top of the user settings depending on what's happening in the game. The console says you need to run the game with '-tools' to edit it ingame, but the game doesn't run if I do that. So for now I've got to use the last settings I made using CSS months ago. This level is supposed to be desaturated though, there's more colour in some of the other maps but this village has been deserted for 40 years so I wanted a dusty, old look. If you've ever seen or played on the PS3, I'm basing the colours on that, plus the references of the actual places the map is set in. Quote
Greyfrog Design Posted February 17, 2009 Report Posted February 17, 2009 Hello, I am Greyfrog Design. This is a project I have been working on off an on for a few months now. A single player Modification for the halflife 2; Source engine. My studio website can be found here, Greyfrog Design Studio. It is in its infancy ATM and can use all the views, comments and talent it can find. http://www.fpsbanana.com/studios/21652 So without further adieu Id like to show you some of my skills. This next screen is from a Power Pole system I created as a prefab for the outside areas connecting the tunnels systems to the power plant and outland homes. A prefabricated outland home. Thank you all for viewing this thread and welcomeing me into the Mapcore community. I am glad to be here and submitting my wip for you to view. Dont forget to check out the studio http://www.fpsbanana.com/studios/21652 and my personal profile! http://www.fpsbanana.com/members/77785 Quote
aaron_da_killa Posted February 18, 2009 Report Posted February 18, 2009 Greyfrog Design, that looks cool. The cave architecture is quite nice. Some of those screenshots look a little bland though. Perhaps you could add a bit more depth and character to the level such as some signs/billabords/posters etc, perhaps you could use a spotlight or two in the map to create dramatic shadows (rather then the fairly evenly lit level you have), have some pipes or wires dangling around, ability planks of wood, crates, drums etc. Make sure you have some sweet non playable spaces that the player can see but not get to to create curiosity and make the player feel like he is in a small part of a larger world (rather than feeling boxed inside a Counter-Strike source map). Quote
Greyfrog Design Posted February 18, 2009 Report Posted February 18, 2009 Greyfrog Design, that looks cool. The cave architecture is quite nice. Make sure you have some sweet non playable spaces that the player can see but not get to to create curiosity and make the player feel like he is in a small part of a larger world (rather than feeling boxed inside a Counter-Strike source map). That is something I have forgotten to do with this one... funny. It makes all the difference to have areas not accessible to the player. it helps to border the maps and as you've said create curiosity. good comment thank you. Quote
Nurb Posted February 20, 2009 Report Posted February 20, 2009 A couple of early wip screens of my current UT3 project. All assets (except the smokesprites atm >_<) are custom made and I will do new iterations on all of it before the environment is finished. Quote
Hipshot Posted February 20, 2009 Report Posted February 20, 2009 I think the glow around the lamp looks too strong... and what's up with the sky? Else, I think it looks good, what game mode is this for? Quote
Nurb Posted February 20, 2009 Report Posted February 20, 2009 I think the glow around the lamp looks too strong... and what's up with the sky? Else, I think it looks good, what game mode is this for? Thanks. It's a deathmatch map. Regarding the lamp, atm it only has an in editor created material on there. It will hopefully look better with some textures and a mask for the selfillum. I always try to mockup models and materials in the engine before I finalize anything. Is there anything specific that you don't think looks right with the sky? Quote
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