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Posted

I am going to have to agree about some of the texture work looking a little low res. The theme is solid if not a bit cluttered (at first It was hard for me to understand the purpose of the building) but that might just be me. The brush work and lighting look pretty sweet although it all seems very well lit some area of shadow would be nice (maybe this is a game play choice though) overall it looks fantastic. Also I love the map overview graphics (not really part of the map).

Posted

lol you should see some of the shit that went down on interlopers a while back between my friend and one of their dev members. Basically they came out looking like dicks (ND guys)

Check it out

http://www.interlopers.net/forum/viewto ... =8&t=31176

Is it necessary to bring this kind of drama from one forum to another? It's unfortunately true that what one team member says or writes in public reflects on the whole team. But let's not forget that at least 4 mapcorians work for InterWave and we are certainly not suddenly all little DaveL's.

So please don't let this personal drama between esJ and Ben escalate into full-blown company/game bashing. That's not cool and hurts all of us.

Posted

Stepp is right. Not to mention this thread is about OL_russia not ND. Westack and Brisco worked very hard on this map ! and it looks stunning :}

cant wait to have a run in the updated version tack!

Posted

lol you should see some of the shit that went down on interlopers a while back between my friend and one of their dev members. Basically they came out looking like dicks (ND guys)

Check it out

http://www.interlopers.net/forum/viewto ... =8&t=31176

Is it necessary to bring this kind of drama from one forum to another? It's unfortunately true that what one team member says or writes in public reflects on the whole team. But let's not forget that at least 4 mapcorians work for InterWave and we are certainly not suddenly all little DaveL's.

So please don't let this personal drama between esJ and Ben escalate into full-blown company/game bashing. That's not cool and hurts all of us.

This chap should learn from that experience then.

Posted

Happy new year folks! lol, kind of surprised to see all these replies all of the sudden.

The brushwork may look simple in some areas as pointed out above, the reason why

is because Off Limits is fast paced and I didn't want players to be stuck on 8 unit edges

nor did I want too complex geometry for the same reason. And making complex geometry

to make it look nice and more detailed and then block it off with player clips to prevent

just that is something I'm against, I want a player to see visually what he can and can't do.

Also the fact that I started mapping with Quake2 and 3 where the game play is also fast

paced and levels are simple brushes I guess has to do with that. For me I try to balance

game play and visuals both at the same time. I also went through a lot of the Russia assets

to update collision models also for that same reason. Off Limits levels are "what you see is

what you get", meaning, every area you think you can reach, you will be able to, I don't want

to restrict the player with clips, and to map in that way you need to sometimes think square.

About the lighting comment, I redid the entire level with new much more darker and moodier

settings (more like the sub room preview I posted last). I still need to do 3 areas with the new

lighting, once it's done I'll post the new map shots. At the moment I'm working on another level

with vehicle support, this is priority number 1 at the moment because we start playtesting again

next weekend and I'd like to have it playable by then. Also the fact that Off Limits is being done

mainly by 2 people doesn't give us much room to go into that very high standard of detail for every

single corner or asset within a level. We are thankful that we get a lot of contributions from left

and right, some bigger then others. Either way, Off Limits will be out within the next couple of

months if all goes well and then you can all play it and judge the game play instead of screenshots!

  • 2 weeks later...
Posted

I finally got around to finish this level 100% with the lighting feedback I received. We're testing this version tomorrow. Here are some new shots of it:

4277226456_8d1918a3e1_o.jpg

4277226550_79609684da_o.jpg

4277226622_fbd5759f3d_o.jpg

4277226910_82c14ab574_o.jpg

4277226958_a73a30faea_o.jpg

I also updated the minimap radar image you see ingame with the new lighting and decided to keep the exterior also in color. I'm not sure how it will work ingame (will test tomorrow):

ol_russia_minimap_wide.jpg

And here are two screens ingame with the HUD:

ol_russia0000.jpg

ol_russia0001.jpg

Now I'm going to work full time on our other level which has vehicle support, I need to get that done as well before we release so we have at least 2 levels! :banjo:

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