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Old 8th Jul 2012, 07:43 PM   #1841
EmoLevelDesigner
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Here's a very early screenshot of the Truth mod, dated 26.08.2010.
This image was resized using the screenshot tag.  Click to view the full version

The work has just started. I only made the yard and the outside part of the Mansion, but was already inspired to make the intro. After the inside part of the Mansion was done, the intro was moved there. Notice that the windows don't have frames yet.
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Old 8th Jul 2012, 09:52 PM   #1842
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That's very emo.

And Mclogenog, get into L4D mapping! People actually plays that game.
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Old 10th Jul 2012, 05:58 AM   #1843
UTNOVA
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Quote:
Originally Posted by Bi()ha2arD View Post
Yay HOLP!

(shame everyone stopped playing the game)
Not all of us

A shot from the new map I working on, DM-Brave :

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Old 10th Jul 2012, 01:26 PM   #1844
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Custom L4D maps probably get less play than even UT3 maps honestly. Never seen a community so content to play the same few crappy maps over and over again as L4D.
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Old 10th Jul 2012, 03:39 PM   #1845
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Custom L4D maps probably get less play than even UT3 maps honestly. Never seen a community so content to play the same few crappy maps over and over again as L4D.

You are highly misinformed.

View/Download count on Campaigns/Survival maps.
Such count does not compete with UT3.
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Old 10th Jul 2012, 04:07 PM   #1846
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Not a big deal, but the gray blocks seem too big
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Old 10th Jul 2012, 04:12 PM   #1847
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Originally Posted by UTNOVA View Post
A shot from the new map I working on, DM-Brave :

Woah! That's looking great. Really love the lighting here, just be sure to bump up the lightmap res on those trims with shadow edges for the final build!

You might also make a slightly brighter or darker variant of the wall stone material, and mix that in to highlight important areas.
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Old 10th Jul 2012, 04:22 PM   #1848
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Quote:
Originally Posted by Mclogenog View Post
Woah! That's looking great. Really love the lighting here, just be sure to bump up the lightmap res on those trims with shadow edges for the final build!

You might also make a slightly brighter or darker variant of the wall stone material, and mix that in to highlight important areas.
It really does look excellent!
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Old 10th Jul 2012, 05:38 PM   #1849
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Looking neat, UTNova. That water might be a bit too blue, IMO.
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Old 11th Jul 2012, 03:42 AM   #1850
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@UTNOVA: It looks like an oldskool UT map that actually exists somewhere. With plants growing in, lighting all nice and realistic... Very cool!

I agree about the color of the water though.

Quote:
Originally Posted by Mclogenog View Post
You might also make a slightly brighter or darker variant of the wall stone material, and mix that in to highlight important areas.
Great idea!

I like the "prettier lighting" in DM-Dethen, btw. Little subdued compared to the lighting in your other maps but it looks good!


--------------
Here's a screenshot of the forest level I'm working on for Killing Floor.
This image was resized using the screenshot tag.  Click to view the full version
and here is a video showing off the river in a slightly more recent version where the atmosphere it closer to what I want in the final:


Sorry the quality isn't better. The source video is super crisp but on youtube you can barely make out details in the water.
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Old 11th Jul 2012, 03:44 AM   #1851
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Looks like it could be a lot of fun!

I hope MuskratCastle gets whitelisted soon. That's a superb map, along with Cave.
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Old 11th Jul 2012, 06:00 AM   #1852
UTNOVA
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Quote:
Originally Posted by Mclogenog View Post
Woah! That's looking great. Really love the lighting here, just be sure to bump up the lightmap res on those trims with shadow edges for the final build!
You might also make a slightly brighter or darker variant of the wall stone material, and mix that in to highlight important areas.
THX Mclogenog,
Yes the trim textures will be rework before final
The wall stone material is actually on work too.


Quote:
Originally Posted by Sjosz View Post
Looking neat, UTNova. That water might be a bit too blue, IMO.
Glad you like the map Sjosz,
I have set the color of the water pool as a "recall" of the ocean color that surrounds the map and to obtain a kind of "tropical" ambient.
But probably lower a bit the color will not affect the overall visual

To see what I speak about :



Quote:
Originally Posted by xMurphyx View Post
@UTNOVA: It looks like an oldskool UT map that actually exists somewhere. With plants growing in, lighting all nice and realistic... Very cool!
You're right, it's always on my mind to keep an oldschool aspect on design at least.
THX xMurphyx
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Last edited by UTNOVA; 11th Jul 2012 at 06:03 AM.
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Old 11th Jul 2012, 03:06 PM   #1853
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Quote:
Originally Posted by Kantham View Post
You are highly misinformed.

View/Download count on Campaigns/Survival maps.
Such count does not compete with UT3.
That's a good point, I forgot L4D is also played for SP/Coop.



@UTNova - I really like that shade of blue myself. Makes me thirsty it looks so good.
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Old 12th Jul 2012, 12:06 PM   #1854
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Not all of us

A shot from the new map I working on, DM-Brave :

BIG IMAGE
That looks nice!
And I do like the blue water - it's really UT-ish ^^
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Old 13th Jul 2012, 03:09 AM   #1855
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Quote:
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And I do like the blue water - it's really UT-ish ^^
+1

/me pushes Sjosz and Nelson into a snail crevasse
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Old 13th Jul 2012, 05:31 AM   #1856
UTNOVA
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That looks nice!
And I do like the blue water - it's really UT-ish ^^
So I'll have to find a compromise to please everybody
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Old 13th Jul 2012, 12:10 PM   #1857
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Quote:
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So I'll have to find a compromise to please everybody
Actually, with the context of the skybox, that water actually looks fine. That first shot I based my statement on was hiding the skybox context.
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Old 15th Jul 2012, 02:02 PM   #1858
UTNOVA
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Quote:
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Actually, with the context of the skybox, that water actually looks fine. That first shot I based my statement on was hiding the skybox context.
So everybody is fine with the water color, that's a good new
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Old 15th Jul 2012, 05:55 PM   #1859
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I like that little trip to the Caribbean on that map. Perhaps a cruise and a bruise (or a splatter in this case) should be pretty good. Can't wait for the final product!
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Old 16th Jul 2012, 05:34 AM   #1860
UTNOVA
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Originally Posted by WedgeBob View Post
I like that little trip to the Caribbean on that map. Perhaps a cruise and a bruise (or a splatter in this case) should be pretty good. Can't wait for the final product!
THX WedgeBob !

A little question, Bots are totally stuck on water pool, I have tested with or without pathnodes on water, no real different.
Is it something to set or do to make bots easy on water ??
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