Bastion Posted December 17, 2015 Report Posted December 17, 2015 Deep WIP, very very early version screenshots Hidden ContentAbout this part (Bombsite A): The truck broke and terrorist want to blow up expensive delivery. They've two ways from little' 'warehouse': doors and catwalk (i really like this catwalk as a way to site). I will always suggest that you do not go into details on your map until the layout and gameplay is complete, development textures are your best friend. jackophant 1 Quote
Aztk Posted December 17, 2015 Report Posted December 17, 2015 I will always suggest that you do not go into details on your map until the layout and gameplay is complete, development textures are your best friend.I know, I know. I had an idea and I made it ;pThat's a daaaaamn huuuuge stairs you got heIe !I'll change them ;p Maybe I was blind and i didn't see those stairs ;p Quote
El_Exodus Posted December 17, 2015 Report Posted December 17, 2015 I'll change them ;p Maybe I was blind and i didn't see those stairs ;pUse 8x16 or 8x12 stairs. Looks best in CS:GO imo. will2k and Aztk 2 Quote
TheGuma Posted December 20, 2015 Report Posted December 20, 2015 Still working on the Kremlin Clock Tower. Some before and after shots:BeforeAfter Gale, will2k, Deathy and 27 others 30 Quote
FMPONE Posted December 20, 2015 Report Posted December 20, 2015 Still messing with this editor El_Exodus, Gale, TheOnlyDoubleF and 1 other 4 Quote
El_Exodus Posted December 20, 2015 Report Posted December 20, 2015 (edited) Are you actually working on something or are you learning UE4 for something else? Edited December 20, 2015 by El_Exodus Quote
FMPONE Posted December 20, 2015 Report Posted December 20, 2015 I'm just goofing around with it to learn it FRAG and El_Exodus 2 Quote
FRAG Posted December 20, 2015 Report Posted December 20, 2015 (edited) We've just gone live on FB with Operation Black Mesa's media release for this year, images are also on ModDB, so I can post them here now, yay!OF2A1 "Missing In Action" WIP-2015 Edited December 20, 2015 by FRAG Vaya and maxlevelboi 2 Quote
blackdog Posted December 21, 2015 Report Posted December 21, 2015 Seems pretty good, but I would argue there could be more player guidance through lighting, that not just because the original was dark it needs to be now… but as well I don't remember the specific areas in the original game (connective areas?), so can't judge properly. Quote
Quotingmc Posted December 21, 2015 Report Posted December 21, 2015 Still working on the Kremlin Clock Tower. Some before and after shots:BeforeAfterHow on earth did you squish all that in?! Looking amazing! TheGuma 1 Quote
FRAG Posted December 21, 2015 Report Posted December 21, 2015 (edited) All connective in OF2A1, its pretty much an A to B map but I've adjusted the design a little to create a more interesting way of getting to point B, lighting does play a large part in most areas which are not shown, it's also hard to show how the lighting works with just static images too, for example the fan rooms have lights that activate and guide the player towards the broken fan section so you can advance to the next level. But, as shown on the image, it's still very much WIP and appreciate your feedback, I'm still experimenting a lot with the lighting across OF2A1 and will admit some areas still need to be addressed, just wish I could show more though, would be a lot easier to talk about the level. Edited December 21, 2015 by FRAG Quote
Bastion Posted December 21, 2015 Report Posted December 21, 2015 I swear to god the year is not complete if I have not done a Japanese themed map in some form or another FRAG 1 Quote
TheGuma Posted December 21, 2015 Report Posted December 21, 2015 How on earth did you squish all that in?! Looking amazing! I don't want to turn this thread into a chat room, so I'll post this here so people know in advance.The bigger structures of the tower are inside 3D skybox, which saves the performance.Most of the smaller details are props, some of them such as the "spears" I had to turn them into models using Propper as well, so it doesn't hog the performance. They are made from brushwork though.Most of it is just texture work,one of my friends was visiting that place a few months ago and sent me a few snaps so I turned them into textures. Some of the parts were very low detail so I had to redraw it completely using Photoshop.The result is quite satisfying, though. So far I haven't had any issues with performance of the map. I am also using normal maps to make the textures look a bit more "indent", but this was after I took these screenshots. I want to make the map look authentic, but at the same time stray away from being completely too realistic, not only because of my poor capabilities and performance reasons, but also because of all the Terrorism issues going around. The tower is not a complete 1:1 carbon copy, of course.Anyways, I'll keep you guys updated on this thread as I go. I might also release the .vmf after I publish the map so people could check it out and learn something new from it, so keep an eye out for that. Vaya and VIOLATION 2 Quote
blackdog Posted December 21, 2015 Report Posted December 21, 2015 Still messing with this editorHalf-Life 3 confirmed Quotingmc 1 Quote
Quotingmc Posted December 23, 2015 Report Posted December 23, 2015 Waspi, Gale, [N]awbie and 12 others 15 Quote
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