WIP / Concept Area Screenshots

WIP / Concept Area Screenshots

Re: WIP / Concept Area Screenshots Posted by monster-man on Tue Oct 17th 2006 at 1:18pm
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Posted 2006-10-17 1:18pm
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man the map looks cool but i was wondering if u could tell me how to make a map becoz i dont know how so if u can could u add me on paul_bains@hotmail.co.uk and let me know who u are just say u will help me make a map ok mate please
Re: WIP / Concept Area Screenshots Posted by nooba on Thu Oct 19th 2006 at 7:34am
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Posted 2006-10-19 7:34am
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Haven't had much time to work on my DODS map lately. But I did do a quick change from green to snow. I prefer the snow version myself. Tell me what you think.

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If you don't remember what the green version looked like, here is a link, click
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Re: WIP / Concept Area Screenshots Posted by oskutin on Sat Oct 21st 2006 at 11:01am
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:eek: Wow What place! not junk city!!
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Re: WIP / Concept Area Screenshots Posted by Addicted to Morphine on Sat Oct 21st 2006 at 4:57pm
Posted 2006-10-21 4:57pm
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Nooba, I like how the fog works in the cold map. Personally, I prefer cold maps like colmar and jagd to warm maps like argentan. I just think that the atmosphere is more interesting.
Re: WIP / Concept Area Screenshots Posted by nooba on Mon Oct 23rd 2006 at 12:37pm
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Posted 2006-10-23 12:37pm
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oskutin said:
Wow What place! not junk city!!
Not quite sure what you are trying to say there.. but thanks :razz:
AtM said:
Personally, I prefer
cold maps like colmar and jagd to warm maps like argentan. I just think
that the atmosphere is more interesting.
I agreee with you there :smile:
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Re: WIP / Concept Area Screenshots Posted by G.Ballblue on Mon Oct 23rd 2006 at 3:06pm
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http://hlrse.net/vhe/G.Ballblue/mommamesa_uplink.zip

:razz: Requires DivX
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Re: WIP / Concept Area Screenshots Posted by Captain P on Mon Oct 23rd 2006 at 8:01pm
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Pretty cool, nooba. I agree that this map conveys a more desolate feeling. I think it's not necessarily the snow, but more the fog and greyish colors. A temperate map with dense smoke, fires and colorless debris would feel similar, I think. Although the colorless aspect is probably because we mostly know WWII from monochrome pictures and therefore connects easier with our idea of the war. Oh well. :smile:
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Re: WIP / Concept Area Screenshots Posted by G.Ballblue on Wed Nov 1st 2006 at 2:42am
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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 reaper47 on Fri Nov 10th 2006 at 6:55pm
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G.Ballblue, I missed these but the screenshots look excellent. Very nice lighting and snow effects.
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Re: WIP / Concept Area Screenshots Posted by $loth on Thu Nov 16th 2006 at 8:24am
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Hey all,

got a few pics here from a WIP , an fy map based around a small trainstation:

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The area in the second pic looks bare at the moment, haven't started that area really but it will be the T spawn. I'm hoping to make this so that it doesn't look boxed in, with viewable streets from the area in the first picture.
Re: WIP / Concept Area Screenshots Posted by Mr.INSANE on Thu Feb 15th 2007 at 10:37pm
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I feel like i havent been doing any real map designing lately

Becuase im working in quake wanting to get something finished for once.

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Re: WIP / Concept Area Screenshots Posted by ReNo on Tue Apr 17th 2007 at 7:19pm
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First non-work stuff I've made in a long while, so I thought I'd throw up an early WIP. It's for Mapcore's 1024 unit contest - the idea is to build a fully playable HL2DM map inside a 1024 cube. Mine's a bit abstract, as I just started throwing down some brushes to see where it would take me. Turned out to have quite a clash of styles - so I've got a real world industrial building up the top, UT deathmatch arena stylings in the mid-level, and some trees for, you know, decoration :biggrin: Might try and bring things together into a more coherent end product - scrapping the top level as it exists right now would be a good start!

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Deadline is Monday, so I dunno if I'll end up finishing it, but hey, that's what this thread is for :wink:
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Re: WIP / Concept Area Screenshots Posted by reaper47 on Tue Apr 17th 2007 at 10:28pm
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That industrial/metal buildings at the top are wild! Combined with the almost Chinese-temple style lower part. I'd settle for one style.

It's awesome to see you still mapping for good old HL2. :biggrin:

1024 Unit contests... why can't we think of something like this here :/
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Re: WIP / Concept Area Screenshots Posted by ReNo on Sun Apr 22nd 2007 at 5:07pm
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Well instead of settling for one style, I've now got a third - sewers :biggrin: Going for all the old cliches! Removed the trees from the middle floor however (replaced them with some dead looking shrubs), so it no longer looks much like a chinese temple. Not really sure WHAT it looks like to be honest, but I like to think that it does look pretty cool, so that'll do me :wink:

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Re: WIP / Concept Area Screenshots Posted by BlisTer on Wed Jun 27th 2007 at 4:50pm
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i'm undecided between the grey and black top. Can you guys give me your opinion?

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Re: WIP / Concept Area Screenshots Posted by Gwil on Wed Jun 27th 2007 at 4:58pm
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Black :smile: Looks so much better, fits with the theme nicely. The grey looks to washed out/patchy
Re: WIP / Concept Area Screenshots Posted by reaper47 on Wed Jun 27th 2007 at 8:21pm
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Black.

This base looks like an alienware PC. :biggrin: I'm undecided whether that's a good or a bad thing.
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Re: WIP / Concept Area Screenshots Posted by Riven on Thu Jun 28th 2007 at 5:20am
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Black all the way Blister. It makes it look very stylish, and portrays that idea of the evil villain base. I love the design.

I actually totally forgot about this thread altogether. But now I shall utilize it.

Behold!:

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This was supposed to be part of my competition entry for round 2 of the "map from base" competition, but due to certain events and regardless of the week extension, I was unable to finish it :sad: . However, I do plan to complete it; for I have some interesting ideas to include in it, so now that some of these events are out of the way, I may continue to complete this map as planned, just a week or two overdue.

What do you think I could do to better up that "core?"
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Re: WIP / Concept Area Screenshots Posted by reaper47 on Thu Jun 28th 2007 at 6:39pm
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:eek: this is friggn' sweet.

I'm not a big fan of combine architecture, but vistas like this always remind me what awesome stuff you can make with it if you stay focused. The ceiling bit in pic 2 looks a bit like it was put on top of a simpler ceiling just to have something there. That's not bad but it's a bit obvious. Maybe try something more assymetric/alien/combiney?

As for the core: I'd try a (more intense?) refraction effect for the sphere. You could use the water shader and do something crazy with it, if you don't find an existing material. Custom shaders are pretty simple to play around with and don't need recompiles to test/change, so I'd look into this.

Keep this for round 3!
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Re: WIP / Concept Area Screenshots Posted by Riven on Thu Jun 28th 2007 at 7:56pm
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Well, that "ceiling" is actually the underside of a bridge, so those are trusses holding it up over the canal. It is a human scene with Combine architecture overlaid on top. I think what I'm going for here, if I don't leave this scene "as is," is a purpose for existence that portrays a Combine scene under construction. We always saw in HL2 all these Combine structures that were just there! Well after playing EP1 you could see while in the citadel, that these aren't just solid walls of metal. They have pipes and wires within them and they can burn, and blow up! So, it may be that these structures could (and have according to what I've read) just appear out of nowhere, but I would like to show the player a Combine structure "under construction."

The detail isn't ripe enough yet to portray that idea within these pictures, but if I have the drive (and the time) I'd like to give purpose to this scene. Otherwise I guess it just looks like another cool Combine "place"

I have read tutorials on those cool refraction shader effects. Never tried it mind you, but I could understand what they were doing. But you're right, Now could never be a better time to learn!

Thanks for the feedback reaper! :smile:
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Re: WIP / Concept Area Screenshots Posted by reaper47 on Thu Jun 28th 2007 at 9:45pm
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These huge, transparent "cylinders of doom" in the citadel levels have a shader effect around them that is close to what I described. Maybe you can find it somewhere.
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Re: WIP / Concept Area Screenshots Posted by reaper47 on Thu Jul 5th 2007 at 6:41pm
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I'm currently redoing my old dm_vienna map into something different. Likely a Zombie master map, so it's a bit more evil and underground but maybe there will be a DM version as well. 90% of the architecture is done from scratch but I'm using a lot of bits and pieces from the old map which speeds things up. A first release could be ready within a week or so, but you know how it is with those release dates :wink:

Current name is "zm_underworld" (working title).

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Re: WIP / Concept Area Screenshots Posted by Riven on Sat Jul 7th 2007 at 8:39am
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Wow, that first screenie is so juicy and realistic! I love the suspended light, that's a cool idea.

Looks like you made it easy for the ZM to make his way around the small rooms and corridors in that second pic.

I'm glad you took the time to detail the windows by insetting them within the building, nice!

In the last pic, the variation in ceiling height is a good idea. With ceilings that high, I think it draws to player to check to make sure whether they're inside a building or not, and detailing those ceilings either by making them arches or vaulting them, the detail on ceilings is always important. Most people overlook them, but here you have achieved the detail very nicely. Not too detailed, but just enough to draw my attention away from the floor, and lead my eyes to follow the silhouette of the arches down the corridor, a very cool effect!

Nicely done!

(For a name, how about: "zm_midtown"? I think it has a nice ring to it, and fits the setting.)
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Re: WIP / Concept Area Screenshots Posted by Riven on Fri Jul 13th 2007 at 6:09pm
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Well, I got the "core" shader effect worked out, and I built a new model for it. Unfortunately I am not allowed to post a screenshot for it because it's part of my competition entry for the MFB round 3. But the refraction shader is super cool! It was definitely worth the effort to get it working though. Thanks again for the idea reaper!
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Re: WIP / Concept Area Screenshots Posted by reaper47 on Fri Jul 13th 2007 at 7:07pm
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NP, thanks for your nice reply, also. I prepared an answer but didn't get to post it (duh').

And I didn't know there's a no-screenshot rule for the MFB!
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Re: WIP / Concept Area Screenshots Posted by ReNo on Tue Nov 20th 2007 at 2:28am
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Testing that my attempt to unlock this thread worked...
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Re: WIP / Concept Area Screenshots Posted by Riven on Tue Nov 20th 2007 at 3:04am
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Now that the MFB round 3 competition is closed, I'd like to get some feedback on my progress. Without revealing too much, here are the general areas that the player will traverse following the events in Finger's round 2 map:
  • Combine Depot
  • Combine Core scene in the canals of City #teen
  • Continuation of the canals leading from the "Core"
  • Abandoned metal works & coal mining factory
  • Gondola leading to the Mountain Mines.
Here are some pictures of the areas under construction. Each shot should give you a general idea of the theme for each section.

[*] The Combine Depot:
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[*] The Combine Core scene (with updated core model and shader):
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[*] Abandoned Factory (in-Hammer shot, not fully compiled yet):
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The canals are still in too much of a WIP to show, and the gondola scene has yet to be built. What do you guys think (on color scheme and architecture?)

</LI>
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Re: WIP / Concept Area Screenshots Posted by ReNo on Mon Apr 28th 2008 at 1:10am
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Just bumping this so it becomes usable again - damn auto-locking threads :S
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Re: WIP / Concept Area Screenshots Posted by Le Chief on Mon Apr 28th 2008 at 1:15am
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Thanks ReNo :smile:

Nothing special but this is my first source work, its only about 90 minutes of work and I was mainly messing around with the physics settings and the air boat.

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Re: WIP / Concept Area Screenshots Posted by Le Chief on Sat May 3rd 2008 at 11:40am
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Here is my first source map. The theme of the map is a small dam in some jungle in the present day. Depending on how the frame rate and compile times turn out, I plan to extend the map to make it more suitable for multiplayer, but for now, this map is mainly for gaining some experience.

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I found some nice tree models from Highlander's (aka Vaalbera or something like that :razz: ) map pack, but I plan to replace them with the tree models from episode 2 once I figure out how to get them working.

Here (excuse the messy handwriting) is the original (unexpanded) design for the map.

Anyway, please offer your opinions, again, this is my first source map and I need some guidance.

Thanks :smile:
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Re: WIP / Concept Area Screenshots Posted by haymaker on Sat May 3rd 2008 at 5:29pm
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Nice start Aaron.
I'm puzzled by your theme description a bit, you mean "mountain forest" instead of "jungle"? Unless you plan on replacing the vegetation to subtropical rainforest items.

Also careful with that water, for multiplayer source water is a dog on performance when the action is going.

Having fun with displacements I see. One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Re: WIP / Concept Area Screenshots Posted by Le Chief on Sat May 3rd 2008 at 11:29pm
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haymaker said:
you mean "mountain forest" instead of "jungle"?
hehe, well I was planning for the map to have a subtropical jungle theme but it I can't find enough suitable tree and plant models, I think I might have to stick to this alpine forest theme.
haymaker said:
One thing you might be falling for here is the sometimes-unavoidable "I need vis-blocking here, put a cliff in" design mechanic. You see it so much in maps especially multiplayer, it really has to be done with a lot of forethought to look natural and unique. When do you see concrete poured directly onto rock ( without footings )? Never in RL, though it seems very common in maps.
Yeah, I see this alot to, and I will do my best to try and make this map look as natural as possible because making a realistic looking environment is the real focus, not level design and flow for a multiplayer map.

And thanks for the advice! :smile:
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Re: WIP / Concept Area Screenshots Posted by Crono on Sun May 4th 2008 at 4:19am
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Or you could stop being a douche and ask your brother to make some tree models for you. :razz:
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Re: WIP / Concept Area Screenshots Posted by Le Chief on Sun May 4th 2008 at 5:00am
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Crono said:
Or you could stop being a douche and ask your brother to make some tree models for you. :razz:
:eek: He isn't really good at making models and he probably won't be interested anyway.
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Re: WIP / Concept Area Screenshots Posted by haymaker on Tue May 6th 2008 at 6:46pm
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Study in Streamline Moderne

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A rainy Saturday challenge. Probably unsuitable for MP due to brush count
Re: WIP / Concept Area Screenshots Posted by reaper47 on Tue May 6th 2008 at 7:53pm
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Very nice. You got that into a 128 unit grid for floor heights?

I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.
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Re: WIP / Concept Area Screenshots Posted by Captain P on Tue May 6th 2008 at 9:05pm
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That looks pretty accurate, in terms of geometry. :smile:

In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.

Oh well, just what it made me think of. Heh. :smile:
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Re: WIP / Concept Area Screenshots Posted by haymaker on Tue May 6th 2008 at 11:13pm
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Thanks guys... Actually i forget what the walls worked out to inside, but there is enough room for floor sections with headroom to spare.

The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...

Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
Re: WIP / Concept Area Screenshots Posted by Riven on Wed May 7th 2008 at 9:00am
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I wouldn't destroy it. It looks rather awesome and post-apocalyptic the way it is now. A mighty fine job for duplication's sake.

You say you might add it to an mp map eh?
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Re: WIP / Concept Area Screenshots Posted by fishy on Wed Jun 4th 2008 at 2:37am
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one thatI've been toiling over for a few weeks now

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I'll post this in it's own thread once I've got a beta version ready. Maybe a week or so.

http://www.invalid-brush.com/images/tf/wpwc1.jpg
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Re: WIP / Concept Area Screenshots Posted by Le Chief on Wed Jun 4th 2008 at 3:26am
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Heh, looks like alot of fun. Did you model the cows?
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Re: WIP / Concept Area Screenshots Posted by Riven on Wed Jun 4th 2008 at 4:14am
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Nice shots; looks like you're staying true to the tf2 theme!

-Isn't there already a wildly popular version of Warpath already online?
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Re: WIP / Concept Area Screenshots Posted by Gwil on Wed Jun 4th 2008 at 10:30am
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There is but it looks like a pile of massive turd (no offence to whoever made it should they read this)
Re: WIP / Concept Area Screenshots Posted by prototstar on Tue Jun 17th 2008 at 10:59pm
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Some of my works. :biggrin:

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Re: WIP / Concept Area Screenshots Posted by RedWood on Tue Jun 17th 2008 at 11:40pm
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looks nice. What game is it? Looks like it would play well too.

your sewer cap is on top your dirt displacement.
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Re: WIP / Concept Area Screenshots Posted by prototstar on Wed Jun 18th 2008 at 12:33am
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9 posts
Posted 2008-06-18 12:33am
9 posts 431 snarkmarks Registered: Jul 10th 2007 Occupation: Student Location: USA
looks nice. What game is it? Looks like it would play well too.

your sewer cap is on top your dirt displacement.
It's made for Episode 2. Still trying to keep the map well optimized as possible. And thank for telling me that. Didn't notice it until you point it out.
Re: WIP / Concept Area Screenshots Posted by Le Chief on Wed Jun 18th 2008 at 5:47am
Le Chief
2605 posts
Posted 2008-06-18 5:47am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
It sort of reminds me of Gears of War, but then again it doesn't. Looks quite cool. What is this, single/multiplayer?
Aaron's Stuff
Re: WIP / Concept Area Screenshots Posted by prototstar on Wed Jun 18th 2008 at 8:29am
prototstar
9 posts
Posted 2008-06-18 8:29am
9 posts 431 snarkmarks Registered: Jul 10th 2007 Occupation: Student Location: USA
It's singleplayer. Utilizing the latest Source Engine and Episode 2 contents. :biggrin:
Trying to make a defend point map. It's a small map but I'm hoping to make this small map into a suitable close quarter combat between the Resistances and the Synths.

Any C&C?

Edited: I've noticed a hole in a displacement on the fourth screenshot and the breakable glasses not fit in the window frame in the last screenshot. Will fix that.

User posted image User posted image User posted image User posted image User posted image
Re: WIP / Concept Area Screenshots Posted by Le Chief on Wed Jun 18th 2008 at 8:52am
Le Chief
2605 posts
Posted 2008-06-18 8:52am
Le Chief
member
2605 posts 937 snarkmarks Registered: Jul 28th 2006 Location: Sydney, Australia
Nice, consider making a thread for this map. I like the third screenshot the best, followed by the second screenshot.

Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Aaron's Stuff
Re: WIP / Concept Area Screenshots Posted by prototstar on Wed Jun 18th 2008 at 8:58am
prototstar
9 posts
Posted 2008-06-18 8:58am
9 posts 431 snarkmarks Registered: Jul 10th 2007 Occupation: Student Location: USA
Nice, consider making a thread for this map. I like the third screenshot the best, followed by the second screenshot.

Whats with the bright orange lighting anyway, its pretty damn bright, you got any HDR in the map?
Thank. I think the bright orange lighting in the backgruond has to do with the HDR and the fog as well as the dustcloud (maybe?) working together to cause that kind of lighting glow.

I'll start a seperate thread the moment I get up. :smile:
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