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The WIP Screenshot Thread!

Discussion in 'Content Releases' started by Juggalo Kyle, Feb 7, 2008.

  1. Soulwax

    Soulwax Amberlamps

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  2. Northrawn

    Northrawn New Member

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    Looking awesome.

    I know that you are the pro and I am only a casual mapper, but shouldn't the "god-rays" that come through the trees be red too? Currently they look a little out of place. :)
     
  3. Kantham

    Kantham Fool.

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    @ Soulwax: That looks like the street from the gameplay video I've watched on YT yesterday. Especially the building with the windows..
     
  4. Mr. UglyPants

    Mr. UglyPants 2007 never existed, it was all a dream.

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    Its too bad I have BiA:HH on my 360 and not on PC... =/
     
  5. Jetfire

    Jetfire New Member

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    @ EvilMrFrank- mb bring the trees' foliage closer in tone to each other, probaly towards the green. Both deciduous, one is saying autumn, the other, spring.
     
  6. SuperAlgae

    SuperAlgae Tritoxa incurva

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    Perhaps the colors could be tweaked a little, but trees do turn at different times. I did notice that some of the greens seem very dark. In particular, the vines on the upper part of the barn look unnaturally dark compared to the barn itself. I think it is just a minor lighting issue because the vines on the lower left of the barn seem fine. They might be just as dark, but that part of the barn is in shadow, so it looks right.

    Agreed. A little bit of a rose color to the rays would match the rest of the lighting nicely.

    The map looks good. I like the windmill shot also. I'd be interested to see more. I don't own the game, but I like to see good mapping regardless.

    ________________________________________
    Jesse (SuperAlgae) Banet
    DM-HardFall .. download and screenshots
     
  7. Soulwax

    Soulwax Amberlamps

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    Ooooh, that building with the windows. That's like saying Oooh THAT man with the trousers! ;P

    I mentioned this in my post: "The design is by Gearbox(It's a level they showed at E3 2006, but it didn't make the final cut and that pissed many fans off because it looked so awesome.) "

    You might want to take a look at my thread over at Gearboxity, I frequently update that one.
    http://gbxforums.gearboxsoftware.com/showthread.php?t=74453
    -------------------------------------------------------------------------------------------------------------------------------------------------
    Working on rubble and clutter. Lighting is still temporary.
    [SCREENSHOT]http://i36.tinypic.com/2po6sdz.jpg[/SCREENSHOT]
     
    Last edited: Oct 3, 2009
  8. evilmrfrank

    evilmrfrank Banned

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    Agreed that a lot of the colors don't quite match. I'm not all that worried about some of the trees being green while others are orange. I'm waiting till the level is a little more completed to fix things like the light rays as well as things like the color of the grass but I can assure you they will be fixed before release :)
     
  9. Thrallala

    Thrallala Wait, if you're here then that means...

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    Thought I'd bring life to this thread.

    Presenting: vCTF-Eternity, my third map. Not yet ready for download but not that far away!

    [screenshot]http://img208.imageshack.us/img208/3717/vctfeternity1.jpg[/screenshot][screenshot]http://img208.imageshack.us/img208/4770/vctfeternity2.jpg[/screenshot]
    [screenshot]http://img169.imageshack.us/img169/6325/vctfeternity3.jpg[/screenshot][screenshot]http://img243.imageshack.us/img243/337/vctfeternity4.jpg[/screenshot]

    In case someone is really picky, I might aswell give some more info.

    The map is not 100% finished, it will probably be abit brighter (not much though, I want the dark atmosphere and I think it looks good as it is now)

    You may notice that one of the palm bushes look a little out of place, that's because the texture is too green, will be more yellowish when it's done.

    The particle emitter from the shiny crystals spawns both yellow and orange flares, should be only orange.

    Might be hard to see because it's so dark, but the rock walls are pretty naked and needs more decoration (metal beams, plants etc.)

    Too much bloom? Yes, but not that much. The crystals are very shiny and bright because of the lens flares I'm using for them. This intended to give the map a little UT2004 feel.

    Why is there no pictures that shows the interior part? I've already shown pictures of that, and it hasn't changed that much.

    I can also say that for a vCTF map, this one has a bigger non-vehicle accessible part than most vCTF maps, mostly because I dont want the vehicles to dominate the map completely. There are 2 scorpions and 1 hellbender for each team and 2 neutral mantas in the middle.

    Thanks to Drummer.unr for those shiny blue mushrooms, I saw them in his map DM-Gretsch and thought they would be great in my map too.

    Finally, I hope you like how the map looks so far.

    Feedback=appreciated!
     
  10. HedgeMaster

    HedgeMaster New Member

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    It should be removed from the engine for good.
     
  11. cooloola

    cooloola A good samaritan

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    Looks nice but if I were you I'd make those crystal cyan, right now the map is just too orange and is in need of a little contrast.
     
  12. cooloola

    cooloola A good samaritan

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    [​IMG]
    This one is mostly an experiment in baked lighting, about 50% of the geometry is done in and waiting fro import, I'm gonna bake the lighting in blender, which so far is looking great thanks to things like soft shadows and ambient occlusion, down side is you don't get as much detail from the normal maps, but I'm trying to find a way around that. Anyway these were just exported from blender and imported to see how it looks in engine. Also I've always wanted to make a castle type theme.
    And it's a DM map, it's set on top of a castle on the other side of the bridge, and there will be a river running below the bridge.
    [​IMG]
    And this is a map that should have been finished a long time ago, right now I'm working and getting the lifts and jumpads functional and adding blocking volumes where necessary. At the moment I'm uncertain about the post processing so any tips about lighting/post process would be greatly appreciated.
     
  13. Sjosz

    Sjosz (╯°□°)╯︵ ┻━┻

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    You should definitely ease up on the bloom.
     
  14. Thrallala

    Thrallala Wait, if you're here then that means...

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    Thanks for the suggestion Cooloola, here's the result
    [screenshot]http://img261.imageshack.us/img261/4786/vctfeternity5.jpg[/screenshot]
     
  15. stevelois

    stevelois New Member

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    Well done dude ;)
     
  16. stevelois

    stevelois New Member

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    Interesting :)

    I hope you'll tone down the bloom because it's way to much imo.
     
  17. stevelois

    stevelois New Member

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    I thought I had say something about this pic, damn, it look soooooo nice :D

    Well made, as always ;)
     
  18. Sjosz

    Sjosz (╯°□°)╯︵ ┻━┻

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    Stevelois, did you know that you can actually multi-quote messages in a reply, so you don't triple post? :)
    It's the button right next to the quote button!
     
  19. stevelois

    stevelois New Member

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    Yep, I know.

    I use that function when I'm replying to various peoples when they comment about my stuff.

    Now, it's the contrary, I comment on everybody stuff so they deserve an individual post.

    No worries, I don't do that much often ;)
     
  20. SuperAlgae

    SuperAlgae Tritoxa incurva

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    The map looks really good. I like the level of detail... engaging but not "noisy".

    I think the coloring is a matter of taste. I see where Cooloola is coming from, but I do like the original warm color or the crystals. I would stop short of making them all cyan. Having a range of colors based on the distance from each base could be interesting, perhaps with a little random variation too.

    Regardless, the flares on the cyan crystals seem too saturated compared to the paleness of the crystals themselves.

    ________________________________________
    Jesse (SuperAlgae) Banet
    DM-HardFall .. download and screenshots
     

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