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WIP in WIP, post your level screenshots!


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Posted (edited)

The map is almost finished, but I don't think it warrants a whole new thread, so I'll just post this here.
 
I've made a spleef/floor-break map with an underworld/hell theme, called Nether or spleef_nether. For those not familiar, the point of the game mode spleef is to break the floor under your oponents, causing them to fall into a lava pit underneath the world. In this map, there are two layers of stained glass, which you can break using a variety of weapons, which are randomly assigned to everyone at the start of the round.
 
DwmbK4j.jpg

89OV7Pp.jpg

cWZw7fL.jpg
 
It's not supposed to be stunningly beautiful; most mini-game maps I've seen aren't really pushing the limits of graphical fidelity. This is really just a smaller project in between larger projects.

You can get it on the Steam Workshop here.

Edited by Single
Posted

 

In game, shitty lighting as always.

 

rav.jpg

I need some advices, i'm not really sure about the colors/looks :???: It will be a huge industrial building next to the shore.

While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).

 

I can see the setup totally working for a dock yard at sunset  with a pier and lighthouse :)

 

Bonne chance

Posted

blorav_2.jpg

 

 

In game, shitty lighting as always.

 

rav.jpg

I need some advices, i'm not really sure about the colors/looks :???: It will be a huge industrial building next to the shore.

Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.

 

Sort of Super Mario Sunshine esque

Posted

 

 

In game, shitty lighting as always.

 

rav.jpg

I need some advices, i'm not really sure about the colors/looks :???: It will be a huge industrial building next to the shore.

While everyone is pointing to the 2nd one (big contrast and I somehow agree), the 1st one could also work with a bit more contrast between buildings and sky. If you could switch the environment lighting to a more orange version (sunset setting or even dusk), things would look better and building shapes will be more pronounced (couple that with some sharpening/contrast in the post process entity and you will be fine).

 

I can see the setup totally working for a dock yard at sunset  with a pier and lighthouse :)

 

Bonne chance

 

To further elaborate on my point, when I saw your pics, I immediately thought of Dishonored, specifically the Hounds Pit area at sunset.

 

I had this in mind when I recommended the sunset setting:

 

maxresdefault.jpg

 

You could go for a subtle sunset (orange-pinkish)

d14.jpg

 

or a pronouced sunset with LOTS of heavy orange

D131128-03.jpg

 

I reckon both will work well with your architecture and mostly brown brick textures.

 

Dishonored would be a great reference for your map :)

Posted (edited)

 

pics

Okay, so I gave it a thought after I saw your compile screenshots, why don't you use a sunny environment? Although I realize that you want to have moodier environment, I think that bright lighting and blue sky would give players happy and bright tone, as well as improve visibility in certain aspects (even though its not an issue). It would also give that summer feeling.

 

Sort of Super Mario Sunshine esque

 

 

Nah I want something rainny, there's enough sunny maps in tf2 already :P , it also gives a tropical mood that I really like, keep in mind that I barely put the env_ligthing and compiled right after, it still needs a ton of work.

Edited by RaVaGe

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