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Posted

The map in general already has like three times as many colors as any GOW level :)

But yeah, inside it might be too little.

There ARE crates, four or so, + a lot of concrete blocks, do those count too?

And I dont know where the house would get its water from, but if I were to have a lot of money and live in a world where monsters seem to crawl out of the earth randomly, Id build my house somewhere high up :)

The bloom you are all seeing isnt the bloom. If it were the bloom the interiors would also look overbloomed which absolutely isnt the case. This is depth of field in action, Ill reduce it a little.

Choppers for today, and cover.

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Posted

In game

spire15.jpg

Color tests, anyone any preference? I like the first best, tho the second also has something cool and kind of looks old with all the yellow.

spire16.jpg

spire17.jpg

spire18.jpg

Sound, chopper, 75 percent of all cover is done. Only things left are getting it into the menu, blocking volumes, tweaking of lights and cover, and a sound problem with the chopper.

Posted

Excellent work !

First one is the best, it works better for an unfriendly level.

Just a question ... is there many bsp in this last room ?

'cause i don't really know what is modeled in the editor (probably only walls ceilings and floors) and what is done in a 3d program and imported into the map ...

Posted

Nice... I can't really choose between one and two. Both looks cool. The first one is a nice reference to your previous maps, the second one, well, it looks also nice. :???:

(Last one sucks... looks like DM-Fearless :>)

Posted

Bloody hell I've never seen screenshots of UE without all those models on top... Shows how good the Source engine looks seeming as the majority of it is brushes.

Looking nice, and that's an interesting insight into UE3 mapping, or should I say, modelling ;p

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