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WIP in WIP, post your level screenshots!


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Posted

@OrnateBaboon Not much will change in the layout. I am tweaking the curved area outside TSpawn, as well as other odd corridors I created in the original that I'm not fond of now. The biggest change will be the openness of some areas. Which will change the dynamics a bit.

 

@Seldoon182 Thank you for the idea of putting mountains and a forest in the skybox :D

Posted

Don't be shy with the images! Interested to see where it goes.

 

Working on a couple of maps. This one started as a map in Venice, but has now become a generic Italian town :cry:. First passing it atm by placing "modular" buildings everywhere which I will alter/change as time goes on. Need to break up all the lines on the next pass, make it less gamey, and lose as much of the cs_italy look as possible. First pic is of T spawn, second pic is part of the left route, and the third pic is a re-purposed modular building. The negative space at the ends of the map is where the 3d sky will start.

 

de_map_01.jpgde_map_02.jpgde_map_03.jpg

Posted

I like that but the lighting is undermining what is cool about it. Bring some of the colors out and enrich them and scrap the blurry post-processing IMO

 

index.php?app=core&module=attach&section

 

that Terra-cotta texture to the buildings is what you want I think

Posted (edited)

Working on a project for university simultaneously to my ejection seat. It's pretty refreshing to just go for speed, without caring to make super highly detailed high polys and stuff :). Basically it's a game about little kids playing in the woods, imagining all kinds of fantasy stuff, with trees turning into monsters. But yeah, it's all just in their mind ... carazy.

 

It's inside unity, and the standart leaf shaders are a bitch :(.

 

gjHVvGI.jpg

 

SriCKt4.jpg

Edited by penE

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