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WIP in WIP, post your level screenshots!

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For what I can see it’s quite detailed and moody @Eric_Chocholacek.

Is you own indie project? You work in a team? What engine you using and target platform(s)?

Curious to see a video, half the job is done by sound design inhorror games. Is it a “classic” fps puzzle solving horror or is it more of an action title 

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Hey @blackdog, thanks for the comment :D This is a project I'm making by myself as a portfolio piece (I've posted my website in the portfolio forum as well if you want to see some more progress screenshots). I'm using UE4 and aiming for console and PC platforms. 

 

Will definitely get a video up and running here soon! I'm doing things a little backwards so I don't have much audio implemented right now, but really looking forward to diving in to the audio design side of things to round off the experience. I'd say it's a classic horror fps, there's a handful of puzzles implemented to create a sense of progression, but I'm aiming to create something in the same vein as Outlast and SOMA as they're my biggest inspirations for this piece. 

 

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I own both Soma and Outlast but haven’t got round to play them, but I find the genre very intriguing.

If you’re flying solo I don’t see how you could do differently in terms of content creation.

Looking forward to a video! And if you want the game tested feel free to contact me @Eric_Chocholacek :)

Edited by blackdog

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@blackdog You should definitely check them out! SOMA is a mindboggling trip, haha, and I really love the chase sequences in Outlast 2, there's always the feeling that the enemies are right at your heels, especially when they force you to crawl through tight areas. 

Thanks for the playtest offer! Will certainly reach out once I feel the game is in a testable state. :]

Edited by Eric_Chocholacek

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On 29/10/2017 at 11:29 AM, Klems said:

I made a third map for an HL2:EP2 contest, go download the mod TeleportVille here! http://www.runthinkshootlive.com/posts/teleportville/

The theme of the contest was teleportation. My map is called The Crab.

IgrhxP2.jpg

Congrats for winning this issue!

 

Edited by blackdog

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I feel like it's been eternity since my last post here. I had fun with lighting in UE4, not final shots. I'm not entirely happy about it, a specially the "dawn" light. Still would be great to hear what do you think guys :) !
day_light_test_a.jpg.646aa2d10fc462a8b263fdcc446d289d.jpgsun_light_test_b.jpg.d4f6f905646e63042c56d5fffc1b280d.jpg

Edited by knj

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1 hour ago, knj said:

I feel like it's been eternity since my last post here. I had fun with lighting in UE4, not final shots. I'm not entirely happy about it, a specially the "dawn" light. Still would be great to hear what do you think guys :) !
day_light_test_a.jpg.646aa2d10fc462a8b263fdcc446d289d.jpgsun_light_test_b.jpg.d4f6f905646e63042c56d5fffc1b280d.jpg

This looks awesome!

IMO, they are both a bit too saturated, sunlight is more white than that, but the first one is much closer to the mark

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@knj depends what you trying to achieve, if is realism what Fmpone said is true; I can say I like more the sunset shot because there’s more dynamic range, I can see more of the outside while the first just seems blown out in terms of exposure. It’s not realistic but if is a stylezed scene I can’t see how you couldn’t tone it a bit down and make it a favourite.

I feel it tells more of a story than the cold version, atm makes me think a nuclear bomb just went off 😬

Edited by blackdog

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3 hours ago, leplubodeslapin said:

puvncKh.jpg

 

I'm working on a map for the last "Ville" of the year, for the RTSL mapping contest 2017.

It will end in 15 days, so hopefully i'll show my result when i'm done :)

Love your style, so I'm really excited to see what you create in the HL2 universe.

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