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WIP in WIP, post your level screenshots!


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Posted

Nice architecture and composition but man, lose the bloom and post effect filters. I'll be brutally honest here: they are making the level look pretty crappy. You could have a much prettier scene with better lighting and no crappy filters. Really, you got a killer scene underneath all those filters, just get rid them asap!!

The tricky part of using the unreal 3 engine is actually making your game NOT look like an unreal 3 game. Only a few succeed imo (Mirrors Edge comes to mind).

Thanks for the tips! I have to use this level for testing my thesis but I think when all is said and done I might just do that.. and pullout the filters. I agree 1000000x about bloom though, it looks terrible in most UT3 games with a few exceptions.

Posted

My first post on mapcore :celebrate: I have been mapping for 4 years and thought i'd register here. This is for a (horror) source mod. Some heavy (ingame) CC'ing:

vistation13370135.jpg

screenshot3uk.jpg

All WIP ofcourse. Lighting must get better and the windows need models.

I have already seen your map on Interloppers, and I really love it, exactly the type of atmosphere I like :) if i could give you some advice for the lighting, add some different light colors to make big contrast (i.e. a baril with fire or an emmergency red light) but not many.

Posted

@schoft :

Very very nice work ! The atmosphere, the colors, and all the reste are magnificent !

Just a small point which bothers me (just a personal opinion), I think at right, on this screen, the black part seems illogical in terms of lighting because of the wall next to him is very bright. I think the contrast is too strong between the two materials, I saw the beam of metal a little more enlightened.

And also the black wall, which I also find from the wall that juxtaposes too dark. It just bothers me at the contrast.

In any case the shades of blue / purple is beautiful.

ab1487feacc0555ea2ea8d6845239tt.jpg

Again : very nice work ! :banjo:

Posted

if i could give you some advice for the lighting, add some different light colors to make big contrast (i.e. a baril with fire or an emmergency red light) but not many.

@schoft :

Just a small point which bothers me (just a personal opinion), I think at right, on this screen, the black part seems illogical in terms of lighting because of the wall next to him is very bright. I think the contrast is too strong between the two materials, I saw the beam of metal a little more enlightened.

And also the black wall, which I also find from the wall that juxtaposes too dark. It just bothers me at the contrast.

Again : very nice work ! :banjo:

Thanks for the critique ! Must admit, I kinda overlooked it a bit. It doesn't quite fit with the contrast. Thanks.

Posted

24b66tu.jpg

First released screenshot of the Nuclear Dawn map i'm working on. Hopefully i can show more soon.

Basicly the Tokyo scenario that sa74n used to work on. I started completely from scratch tho with the brushwork. Around half of the assets come from the old mod, the other half is new, with Stellan Johannson and Dennis Griesheimer (dennispls) as environment artists on my side.

ND looking better and better! :)

Posted

looking good schoft. nice, consistent level of detail. even the ceiling!

Steppenwolf:

hard to tell from a single screen but looks significantly different to sa74n's version. new layout with the new brushwork? i look forward to seeing more.

Posted

Yea it's a completely new map. It's quite hard to work with someone elses brushwork and it wouldn't have worked with our gameplay either. I adopted one thing tho and that is the "look" of the subway station down in the tube because it looked so good and the screenshot with the subway is also quite iconic for ND. No reason for me to reinvent this.

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