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WIP in WIP, post your level screenshots!


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Posted

yeah I was trying to layer it, those destroyed buildings are in the 3d skybox, I was kind of hoping I could get the illusion of depth if I had layerd them right but obviously right now it looks like a bunch of low quality jpegs. I need to remember just how big a 512pixel face on a skybox looks ingame :D

I've been doing a few re-compiles with different fog settings in an attempt to make some turbidity and slowly blend those skybox buildings into the background, hopefully make the transition less jarring. Maybe add a few more layers of 3dskybox buildings before hitting the back.

Also thanks for giving me an excuse to play more L4D :mario:

Posted

yeah I was trying to layer it, those destroyed buildings are in the 3d skybox, I was kind of hoping I could get the illusion of depth if I had layerd them right but obviously right now it looks like a bunch of low quality jpegs. I need to remember just how big a 512pixel face on a skybox looks ingame :D

I've been doing a few re-compiles with different fog settings in an attempt to make some turbidity and slowly blend those skybox buildings into the background, hopefully make the transition less jarring. Maybe add a few more layers of 3dskybox buildings before hitting the back.

Also thanks for giving me an excuse to play more L4D :mario:

You can also check them directly in Hammer, valve released vmfs for all L4D maps a while ago =) Sweet stuff.

Posted

yeah I was trying to layer it, those destroyed buildings are in the 3d skybox, I was kind of hoping I could get the illusion of depth if I had layerd them right but obviously right now it looks like a bunch of low quality jpegs. I need to remember just how big a 512pixel face on a skybox looks ingame :D

I've been doing a few re-compiles with different fog settings in an attempt to make some turbidity and slowly blend those skybox buildings into the background, hopefully make the transition less jarring. Maybe add a few more layers of 3dskybox buildings before hitting the back.

Also thanks for giving me an excuse to play more L4D :mario:

You can also check them directly in Hammer, valve released vmfs for all L4D maps a while ago =) Sweet stuff.

awesome, thanks for the tip :)

Posted

I haven't been to the core for a while but I started to map again so here I am. another css map. I don't even know why i bother, not like anyone will actually play it. meh.

001_20090718_e0001.jpg

001_20090726_c0000.jpg

Posted

i could make it for neotokyo, I'd have to make changes to layout as it's setup for a defuse atm; and with some relatively minor changes I should be able to make a hostage mode outta it too. we'll see...

no doubt, I don't want to mess with the torus tool for a while, it took the better part of a day to get that right.

I like the idea of supports. I used the lhc tunnels for ref but for the sake of making it interesting rather than spot on realistic, supports should cut the tunnel up nicely. i'm also contemplating taking down the lights at the top to add some duct work instead.

Posted

well I had to update a lot of props on my other FAS map. A week or so ago I posted an update of the new area here :

viewtopic.php?f=57&t=1552&st=0&sk=t&sd=a&start=7170#p240420

Anyways here is the same shot from before with all the CSS assets removed and replaced by custom stuff I did. As you can see I mostly added detail in the higher areas and the street is still pretty barren, I guess the next step is to make some trash and debris composites. Also need to fix the shadows on those balconies, I'm surprised they actually turned out that well tbh.

ps_crossfire60120001.jpg

ps_crossfire60120002.jpg

Posted

I haven't been to the core for a while but I started to map again so here I am. another css map. I don't even know why i bother, not like anyone will actually play it. meh.

001_20090718_e0001.jpg

001_20090726_c0000.jpg

very nice lighting in the first shot. Kind of nice clear day, what skybox texture is that?

Posted

":291dfyky]For some reason... I'm loving that tunnel! Keep up man!

thx hp, i'm pretty happy with how it's turned out so far.

very nice lighting in the first shot. Kind of nice clear day, what skybox texture is that?

militia with more or less the recommended lighting, so I can't take the credit. :cry: only thing I've really edited is hdr tonemap settings, and I still need to tweek the hdr as the washout on the left tank is driving me nuts.

Posted

I like the tunnel too for some reason, guess because it's curving and the ground textures spec map looks cool ;P

Same. Also really like how refreshing and clean it looks. Just needs some more detail imo, but no grunge.

Posted

i think i has way to much lights in it i would remove the top ones completely and every second of the side ones.

you could also try to make some lights broken so you have some difference in it.

and you could ad more pipes or cables at the top, where now those lights are, and also vents at the exits.

Posted

It needs a nice thin and clean framing. Like in this tunnel I made a few years back

2hda1hs.jpg

Or like in this old unused apprehension concept for black mesa

2e2eyl4.jpg

Dont want to sound arrogant but I know A LOT about this shit, so if you have ANY trouble with the torus/arch tool or properly detailing a torus type area just hit me up on AIM or steam chat (steam chat would probably be better) and I would be glad to help

EDIT - search on steam for [bMS Dev] JeanPaul (go ahead roll your eyes :P )

EDIT AGAIN - This really makes me want to whip up another torus mini map deal again just for kicks

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