WIP / Concept Area Screenshots

WIP / Concept Area Screenshots

Re: WIP / Concept Area Screenshots Posted by Agent Smith on Tue Feb 28th 2006 at 12:30am
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Posted 2006-02-28 12:30am
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Thanks for the feedback guys, I'm glad you like it so far.

I suppose the building might be a bit tall and thin Morphine, but its meant to be kinda square. I had actually considered redoing the building before I retextured it. I still might.

I have about half the map to build, plus the sky box. I have damage planned for those sections, including a burning building in the level and a partially destroyed church and some crashed bombers/gliders in the skybox. I'm also adding some damaged vehicles and general bomb damage around the burning building. Don't worry Orph, I always research WW2 maps before I start building, so you can rest assured the accuracy will increase :smile: .

The river section is still under construction. The rounded walls are meant to be old, rather than new damage, so worn by time, water and weather. The water in particular is in debate since it absolutely kills my frame rate, but at the moment with most the map constructed of displacements thats to be expected. I have a fair amount of optimising to do, which will increase performance immensely.

I'll post a layout plan when I get a chance so you can get an idea of the gameplay.
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Re: WIP / Concept Area Screenshots Posted by Orpheus on Tue Feb 28th 2006 at 1:19am
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Agent Smith said:
Don't worry Orph, I always research WW2 maps before I start building, so you can rest assured the accuracy will increase :smile: .
Wasn't worried a bit. You're one of our proudest achievements. I have every faith in'ya.

I am just sleepy and a bit slow tonight.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by Agent Smith on Tue Feb 28th 2006 at 10:57am
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Thanks Orph, everyone at the pit has been awesome over the years. No way in hell I'd be doing this well without you all :smile: .
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Re: WIP / Concept Area Screenshots Posted by Jinx on Fri Mar 3rd 2006 at 10:48am
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? quote:Is this alright?

User posted image

For some reason this reminds me of Salvador Dal?... something about the colors and the curvature of the hills...

:lol:
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Fri Mar 3rd 2006 at 3:57pm
Posted 2006-03-03 3:57pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Wow thanks. It wasn't what I was going for but hell I'll take that as a compliment :smile:
Re: WIP / Concept Area Screenshots Posted by nooba on Fri Mar 10th 2006 at 12:04am
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User posted image

C&C welcome
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Fri Mar 10th 2006 at 12:46am
Posted 2006-03-10 12:46am
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A little too green, don't you think?
Re: WIP / Concept Area Screenshots Posted by ReNo on Fri Mar 10th 2006 at 1:21am
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Yeah lighting is a bit crazy, given the fixtures you are using :razz: I like your support architecture though; detailed and interesting without being unrealistic.
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Re: WIP / Concept Area Screenshots Posted by nooba on Fri Mar 10th 2006 at 2:35am
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Thanks :smile:

Hows this?

User posted image
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Fri Mar 10th 2006 at 2:42am
Posted 2006-03-10 2:42am
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Looks much more realistic to me.
Re: WIP / Concept Area Screenshots Posted by Orpheus on Sat Mar 11th 2006 at 8:19pm
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@nooba

You never been in a real garage I assume?

Tis way to bright, at least way to bright for realism. Garages are dismal things, full of places to bust knuckles in.

Architecture looks nice, in a basic way.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by nooba on Sun Mar 12th 2006 at 4:52am
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@nooba
You never been in a real garage I assume?
Tis way to bright, at least way to bright for realism. Garages are dismal things, full of places to bust knuckles in.
Architecture looks nice, in a basic way.
Its not really a garage... Its more of a shed. I adjusted the lighting anyway. Hope this is to your liking.

User posted image

Thanks :smile:
Re: WIP / Concept Area Screenshots Posted by Orpheus on Sun Mar 12th 2006 at 1:02pm
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nooba said:
Hope this is to your liking.
Tis not my map ol'man :smile:

Now you need some dirt/grease and/or debris.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by spka on Sun Mar 19th 2006 at 12:05pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Here my garage :razz: Hope you like it

<a href="http://img87.imageshack.us/img87/8680/frame39jl.jpg" target="_blank">User posted image</A>
Re: WIP / Concept Area Screenshots Posted by spka on Sun Mar 19th 2006 at 1:08pm
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

<a href="http://img96.imageshack.us/img96/3245/court8tv.jpg" target="_blank">User posted image</A>

<div class="abouttext">Message submitted 1 minutes after original post:</b></div>
Some images in this post have been automatically down-sized, click on them to view the full sized versions:

<a href="http://img96.imageshack.us/img96/4773/outside6wr.jpg" target="_blank">User posted image</A>

Lemme know what ya think of it plz!

Greetz Spka
Re: WIP / Concept Area Screenshots Posted by Captain P on Sun Mar 19th 2006 at 1:28pm
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I think those shots are generally a bit too dark. Especially compared to the sky's brightness.
You should try to break up the somewhat boringly textured outside surfaces. I like the graffity on the inside of the garage for that reason. :smile:
As for the ground, did you use a brush for that? It looks very flat (and too equally textured, too). A displacement map with some use of alpha-blending textures would help greatly there.

Oh, and throw in a 3D skybox. :smile:
Create-ivity - a game development blog
Re: WIP / Concept Area Screenshots Posted by Orpheus on Sun Mar 19th 2006 at 1:43pm
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Watch those file sizes gents.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by spka on Sun Mar 19th 2006 at 2:02pm
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your tru bout the boring outside ground. Jus started mappin again. I
tried the displacement thing but it screws everything up. And yeah 3d
skybox only still dunno how to do it :razz: .
Re: WIP / Concept Area Screenshots Posted by Captain P on Sun Mar 19th 2006 at 3:42pm
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I don't know how dismaps messed up, but you may want to know that they don't block VIS, so you'll need to put a brush underneath it to avoid leaks and such. Oh well, these things are all covered in tutorials so with some time investment I'm sure you can make it all the better. :smile:
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Re: WIP / Concept Area Screenshots Posted by spka on Sun Mar 19th 2006 at 6:08pm
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thnx captian p, i will try it. i rote the tutorial tho.
Re: WIP / Concept Area Screenshots Posted by ReNo on Sun Mar 19th 2006 at 6:12pm
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I think you mean you "read" the tutorial - if you "wrote" the tutorial then you "made" it yourself.
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Re: WIP / Concept Area Screenshots Posted by spka on Sun Mar 19th 2006 at 8:21pm
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lol , some bad communications here. what ever i meant read :biggrin:
Re: WIP / Concept Area Screenshots Posted by Agent Smith on Tue Mar 21st 2006 at 11:21am
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Posted 2006-03-21 11:21am
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Thought I'd post up some new screens for my latest dod map. I've been
finishing off some sections, adding a little more detail, got the HDR
lighting working, and been trying to optimise the hell out of the
thing. At the moment the sweet, sweet water is killing my frame rate,
and my attempts at optimising haven't made much of a difference. The
fps on my machine, which is about mid range, is between 30 and 70
frames a second, mostly around 30. That is with HDR on though. Anyway,
it might be another one of my 'pretty' maps that no one plays. Enjoy :smile: .

User posted image

User posted image

User posted image

User posted image

User posted image

User posted image
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Re: WIP / Concept Area Screenshots Posted by Gwil on Tue Mar 21st 2006 at 11:37am
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Looks great still, although i'm a little concerned the openness could
affect play, and may be prone to random/spawn nading or MG whoring to
lock down the map.

Be interesting to see how it plays, because it certainly looks
beautiful at the moment. Although i'm not sure about the metal fence in
shot #3, just doesn't seem to gel with the idea of this being rural
France.
Re: WIP / Concept Area Screenshots Posted by Agent Smith on Tue Mar 21st 2006 at 11:50am
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That shot isn't the best, its actually running along the top of the
mini dam/walkway, like a fence. The map is laid out like a triangle,
with the spawns on each end of the right angle, and the flags/map in
the area between (For visual reference the dam is the lowest point in
between the two spawns. The crossroad is the furthest/highest point at
the centre of the right angle. If that makes sense :razz: ). The idea was
that rather than having the generic path based layout, I'd still
restrict gameplay to a similar sized area, just make that entire area
open. This way it would actually encourage more team play and tactics,
with every game not ending in a face off over the central area. More
like a battlefield.
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Re: WIP / Concept Area Screenshots Posted by fishy on Tue Mar 21st 2006 at 12:02pm
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it looks like really nice use of displacements and overlays, AS. i'd have the same concerns as gwil, though, that it might be a little too open.
i eat paint
Re: WIP / Concept Area Screenshots Posted by Agent Smith on Tue Mar 21st 2006 at 1:15pm
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Posted 2006-03-21 1:15pm
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Fair enough. As it stands this might just be an exercise in HDR
lighting and outdoor mapping, since the performance isn't that crash
hot. The performance is really one of the main issues I've had with the
open layout. The headgerows, hills, walls, buildings and objects seem
to provide enough cover, and the hedgerows in particular break it up. I
also varied the heights of the terrain to create seemingly natural
walls and barriers. Its meant to be fairly open though, as an
experiment in a different layout to the standard forced path fair. I'm
also working on a more standard layout map which will be set at night.
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'Get your stinking paws off me, you damned dirty ape!'
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Tue Mar 21st 2006 at 6:03pm
Posted 2006-03-21 6:03pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I really like the open battlefield idea, just because I'd like to play it and see if it works well or not.

As for the recent screenshots, it seems like the light environment doesn't really match the skybox. Since it's a sunrise I'd expect long dark shadows contrasting with bright streaks of light in the areas getting hit directly by teh sun. There just doesnt seem to be any shadow or light anywhere besides the skybox. It could just be my monitor or it could look different in game, but thats the impression I got from the screenshots.
Re: WIP / Concept Area Screenshots Posted by Agent Smith on Wed Mar 22nd 2006 at 1:09am
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Ah, I knew I was forgetting something :smile: , thanks for reminding me Morphine. I've forgotten to add the shadow controller.
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Re: WIP / Concept Area Screenshots Posted by Vash on Wed Apr 5th 2006 at 5:33am
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I don't really like posting these because they are in editor shots, and there isn't really much to show, but I've been back for a few days and it just feels odd to not showing anything.

So, these are from my upcoming singleplayer mod. The subway has around five or so hours of work and the city has about a days work.

User posted image
User posted image
User posted image
User posted image
User posted image

I'll post an update in a few weeks.
Re: WIP / Concept Area Screenshots Posted by ReNo on Wed Apr 5th 2006 at 5:47am
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Fill those interior spaces up with something - benches, pillars, low divider walls, planters, timetable boards, trash cans, etc... At the moment it feels unfeasibly wide open and empty. The city area looks to be sticking too rigidly to a grid style layout, complete with 90 degree corner. Try and pull buildings back a bit so they aren't all lined up with one another and the pavement so precisely. Also, go crazy with overlays - obviously this is still early days and typically overlays are one of the latter stages, but you are using quite large expanses of the same texture so overlays (together with some contrasing lighting) will help break up the repetition a lot.
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Re: WIP / Concept Area Screenshots Posted by Vash on Wed Apr 5th 2006 at 5:57am
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The only thing in your post I hadn't planned on doing was rotating the buildings, which I will do. I was going to put in a turn for the road, but it was such a bitch and I held off on it. Everything else is planned for a later stage. Right now I'm trying to get the basic brush work and sequences in, then I know where not to block off points with props. Thanks for the crits.
Re: WIP / Concept Area Screenshots Posted by Orpheus on Wed Apr 5th 2006 at 9:21am
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My f**king gawd Vash... You've been here far to long. :cry:

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Wed Apr 5th 2006 at 2:14pm
Posted 2006-04-05 2:14pm
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The curved flourescent lights in the first shot look strange and
unrealistic. Perhaps a different lighting fixture or type would
look better.
Re: WIP / Concept Area Screenshots Posted by $loth on Thu Apr 20th 2006 at 8:21am
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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Started to make a map based around my local Odeon (a multiplex for the
non UK'ers), Unfortunatly I can't find the vmf so I've had to start it
again, not that bad as it was kind of bland before. These are some
shots of the old VMF (only did a little bit), i'll post some of the new
version which i've been working on for a few days when I get home.

User posted image

User posted image
Re: WIP / Concept Area Screenshots Posted by Orpheus on Thu Apr 20th 2006 at 11:05am
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Image #1: Other than its a box with stuff inside, increase the texture size a bit. You have bricks, not child's blocks in those walls. Look at your "Exit" sign, there must be 30 bricks behind it alone. Up the scale a it till you have 5 or 6 only.

Image #2: Reminds me of the original Wolfenstein. :lol:

Somehow I expect to hear a "di-dip" when you walk over an item. :biggrin:

Oh, watch those file sizes bud.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by $loth on Fri Apr 21st 2006 at 8:40am
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Soz Orph, i'll watch them in the future :sad:

I won't have the internet at my place till next week so no pics until
then. The new(er) version is a lot better, though thanks for the tip
about the brick scale Orph, I always thought that having the scale
about .25 will make it overstreched.

P.S Haven't played Wolfenstein :razz:
Re: WIP / Concept Area Screenshots Posted by snowforskate on Fri Apr 21st 2006 at 12:33pm
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I'm realy trying to improve my architectural design skills so I've decided to work on a villa style map. I belive this will be my first serious attemt at mapping. I'm satisfied with my previous releases but I know they just dont cut it from a perfessional point of view. The map is only about 10% done I would say by these screens, but please do throw me any ideas that come to mind.
(I'll post more progress in a couple weeks)
http://img127.imageshack.us/my.php?image=dmdgcvillav1000554cv.jpg
http://img127.imageshack.us/my.php?image=dmdgcvillav100066os.jpg
Re: WIP / Concept Area Screenshots Posted by $loth on Fri Apr 21st 2006 at 12:54pm
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It needs a lot more work eye candy wise, there is a lot of
repetitivness(sp?) with regards to the textures, I understand that it's
only about 10% done so I can't really predict what else you are going
to do though I will offer some advice.

The wall which is going through most of the right hand side doesn't fit
in, it looks like it belongs in yorkshire, not in spain. Also a lot of
the walls are too flat, variation is quite important imo and can quite
easily make a map look a lot better.

Take for example some of the 'waist height' walls that are in there.
Too add some variation to the architectual side of it you could make
the top 20% of it slightly wider, and for texture variation you could
put a 'trim' (just type that into the texture browser) texture around
the side of the wider part. Variation is a good thing, so try and vary
things slightly in every aspect (e.g. wall height and depth, textures
(scale and actual textures).

[edit] hmm seems like it doesn't like the space...
Re: WIP / Concept Area Screenshots Posted by snowforskate on Fri Apr 21st 2006 at 3:32pm
snowforskate
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Thanks for the reply, I know it needs A LOT of eye candy still, I've been comming up with non stop ideas for this map. My main work so far has just been getting the layout right for flow purposes. I didnt want to have any areas that are even a slight dead end. About the wall, I know something about it looks out of place still, but I cant seem to pinpoint it. mabee ill just rebuild, Here is a better look at that wall...
http://img522.imageshack.us/my.php?image=dmdgcvillav100083gk.jpg

I tried to change one from the other slightly as you will notice to reduce the wall looking repedative. I'm having the concrete supports extend above the wall atm because I was thinking of putting flags on the top of each one. I'm strating to consiter rebuilding the whole thing tho because it dosnt realy fit a villa, huh? or maybee it would look better with the flags on, and ropes tieing the wood logs together on top, but havnt got to that yet so idk... even then it still might not fit the "villa" scene. I'll keep you guys posted on the progress once I get a few more weeks work done.
Re: WIP / Concept Area Screenshots Posted by $loth on Fri Apr 21st 2006 at 5:16pm
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I don't really se it fitting in as a villa, try going on google image and looking up some villa pictures. I personally think this one could be for some good inspiration : http://www.villa-nice.com/images/fotos202.jpg

I also think it could do with a lot more green stuff.
Re: WIP / Concept Area Screenshots Posted by Orpheus on Fri Apr 21st 2006 at 11:10pm
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You know Snow, if you posted a decent resolution, you could also post a decent image with it. Decreasing a 1200 res picture to under 100k always looks worse than doing a 100k image of an 800 shot.

Try harder to get those 800x600 screens up for us to view.

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by $loth on Tue Apr 25th 2006 at 6:48am
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Hey i've finally got internet back :biggrin:

I've given this map a few more hours into it so here's a few ingame screen shots:

http://homepage.ntlworld.com/suicidle_tramp/Map%20Stuff/odeon/

(don't worry orph, all <100k :wink: )
Re: WIP / Concept Area Screenshots Posted by Orpheus on Tue Apr 25th 2006 at 10:04am
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$loth said:
(don't worry orph, all <100k :wink: )
/me giggles

clicks on link... 1st image 105k

/me rolls :rofl:

The best things in life, aren't things.
Re: WIP / Concept Area Screenshots Posted by $loth on Tue Apr 25th 2006 at 10:28am
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:sad: :razz:
Re: WIP / Concept Area Screenshots Posted by $loth on Wed Apr 26th 2006 at 9:44pm
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I've changed the outside layout, I decided that i'm going to enlarge it
because it seemed quite small for me, and it will give me a chance to
build a sewer into it.

Got some (under 100 k) pics here: http://homepage.ntlworld.com/suicidle_tramp/Map%20Stuff/odeon/

The new ones are 0015 +, though please don't say anything obvious of
pic 15 :razz: It's just a reference to the layout, i've got some things
planned for the outside, to add shop faces to the buildingsand complete
the rest, add a sewer to the ct spawn, then onto finishing the
building. To the left there's going to be a sea front :biggrin:
Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Fri Apr 28th 2006 at 3:37pm
Posted 2006-04-28 3:37pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
In general I like the way the outside looks more than the inside -- but
if you want to keep the curvyness of the building in shot 17, change
the texture from brick to something else. It just doesn't make
any sense to see brick curve like that.
Re: WIP / Concept Area Screenshots Posted by $loth on Sat Apr 29th 2006 at 11:42am
$loth
2256 posts
Posted 2006-04-29 11:42am
$loth
member
2256 posts 292 snarkmarks Registered: Feb 27th 2004 Occupation: Student Location: South England
:smile: Cheers, it does look a bit unrealistic like that :S I'll be doing
some more of this next week and get some properly compiled screen
shots (I think I had a leak in these ones).
Re: WIP / Concept Area Screenshots Posted by G.Ballblue on Sat Apr 29th 2006 at 6:05pm
G.Ballblue
1511 posts
Posted 2006-04-29 6:05pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Something I started working on; hoping to get in my profile soon :smile:

Note: What the hell happened to the anti-table breaker? :O

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Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: WIP / Concept Area Screenshots Posted by nooba on Tue May 16th 2006 at 4:25am
nooba
146 posts
Posted 2006-05-16 4:25am
nooba
member
146 posts 104 snarkmarks Registered: Jan 20th 2004 Location: Australia
Here are some early screenshots of my DODS map

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C&C welcome :smile: