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WIP in WIP, post your level screenshots!


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Posted

Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with.

 

loU6QdS.jpg

ygqRTlF.jpg

 

Do you think Reflex has potential to be something awesome? How's the level editor to work with?

 

I've been wondering about getting it, but not sure yet.

Posted

 

Been doing some work with Reflex. Its pretty early but I think I finally have a layout I can work with.

 

Do you think Reflex has potential to be something awesome? How's the level editor to work with?

 

I've been wondering about getting it, but not sure yet.

 

I'll answer for him: It's so cool.  Already it controls very well and basically feels like Quake 3.  It's great.  The level editor is pretty much Trenchbroom, it's very nice.

Posted (edited)

Do you think Reflex has potential to be something awesome? How's the level editor to work with?

 

I've been wondering about getting it, but not sure yet.

 

Reflex has an editor that I highly regard. Its a rare example where someone is actually trying something different in terms of level design. Its very interesting and has a ton of potential in a lot of ways.

 

My current Reflex playlist on YouTube.

http://youtu.be/xgSdS8Pg6v8?list=PLZmVk4US70ogWQiTJjid-OoScZ3P39x91

 

edit: Another Reflex video is going up today and it shows me pretty much rework the entire layout on the same map. A lot of us can relate to the struggle of nailing a good layout for arena 1 v 1. Oh the pain!

Edited by Castle
Posted

I've been lurking for months now and have learned a lot from these forums as I worked on my first game. I thought it was time to finally share what I've been working on: Grimoire: Manastorm is a fast-paced multiplayer wizard shooter with some MOBA inspired spells and built in UDK.

 

I've created a imgur album since it seemed excessive to post all 12 screenshots (3 per map) here.

 

http://imgur.com/gallery/YX2bf

 

We are still in closed Alpha but will be moving to Open Alpha as soon as a critical connection bug is fixed (hopefully sometime this week). If the game looks interesting please feel free to sign up on our forums for a key as soon as we move into Open Alpha OR just send me a PM and I will send you one asap.

 

Thanks for being such an awesome community as a total newb to level design this place has been incredibly helpful!

Posted (edited)
How would I get rid of these lighting errors?
 
Compile options used for light_exe: -ldr -final -textureshadows -StaticPropLighting -StaticPropPolys -game $gamedir $path$file
 
2Xfju9f.jpg
9ZqkMj1.jpg
Edited by Spherix
Posted

The second image seems to have a different scale for those texture for some reason (probably the -ohnoyoudidn't- decompile that caused that). So that should be an easy fix.

 

The top building however, the scales, coords etc. all match up. They have a lightmap scale of 8; the textures are stock and I haven't changed those from the original dust2. All the instances should be fine, but I'll have a check once I get home.

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