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WIP in WIP, post your level screenshots!


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Posted

thanks all,

 

veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last

 

been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week :)

 

however in its current state player silhouettes are an easy read 

Posted

thanks all,

 

veeblur, just been copy pasting light in some areas to check visibility, will spend some more time on those sexy shadows once the level is close to final, save the best for last

 

been discussing (with myself) whether or not the outside should be lit more, since it's supposed to be a bunker-like complex I'd wanted the outside to be as subtle as possible, the options are; keep it current - harder for snipers, fake lights to ease visibility or/and add some flood lights - this would make the base feel more majestic...still haven't decided, we'll see by the end of the week :)

 

however in its current state player silhouettes are an easy read 

 

Sounds good - just wanted to make sure it was on your radar.  It pains me to see players jack up the brightness on nice looking maps to counter dark spaces (Seaside for example), but that also depends on the audience you are trying to reach I suppose.  Either way, I really like the direction you are taking with the lighting so far.  :)

Posted

Nice idea ! I'm just not a fan of the lighting. The reddish door light is just so overused.

 

ye know, thats pretty much what I've been thinking since I added 'em; we had red light on some exteriors in the army, harder to see in distance, even tho it's probably the most overused color in games - and one the hardest light to make look good, don't think I'm the person to tackle that ;)

might change it to violete or indigo but that might make it look like a pornshop, we'll see, will test some more at some point - and probably change it

Posted

Looking great, mr.P!

 

I'm not sure about the fog. The more I look at it, the more I wonder if it looks "right" :)

Could be the pics maybe, but just behind the map the fog turns into a solid wall (are you using it for VIS blocking perhaps?). I think it'd look better if you could see some distant objects through it. Either by increasing maxdistance or by throwing some silhouettes at the horizon in some places (ie: pic below)

 

Oh, and those red lights on the crane tower/telecom pole are a bit weak from a distance. 

 

Looking forward to more progress :)

 

i3gpQXs.jpg

Posted

Looking great, mr.P!

 

I'm not sure about the fog. The more I look at it, the more I wonder if it looks "right" :)

Could be the pics maybe, but just behind the map the fog turns into a solid wall (are you using it for VIS blocking perhaps?). I think it'd look better if you could see some distant objects through it. Either by increasing maxdistance or by throwing some silhouettes at the horizon in some places (ie: pic below)

 

Oh, and those red lights on the crane tower/telecom pole are a bit weak from a distance. 

 

Looking forward to more progress :)

 

i3gpQXs.jpg

 

you are right about the fog, it looks absolutely shit! still working on the skymap, the idea is to have a nearby naval base in a fjord-like canyon that leads to the sea, will also increase the distance, but keep the bluish tint since it's suppose to be mist,

the yellow-vertigo tower is a placeholder, at first I was hoping I could use it - of pure laziness; but it's to low res, so will make my own instead,

same goes for the radar-dome (think somebody else mentioned it) - it's a placeholder and will be replaced :)

Posted

 

Hi, this is my wip, in a remake I'm doing. as you can see I am no expert, I need become familiar with the program and improve a lot.

attachicon.gif2014-01-29_00001.jpg

attachicon.gif2014-01-29_00002.jpglooking at the screen looks very ugly remake :sad: but the gameplay does not look bad

I wanted to show the progress of my map, this evening we will playtest

attachicon.gif2014-02-25_00001.jpg

attachicon.gif2014-02-25_00002.jpg

 

Interesting, I like how the area is very open to the sky and looks like one area, but is still divided up for the gameplay (I hope, I will have to see tonight)

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