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Re: Screenshots
Posted: Tue Aug 12, 2008 5:40 pm
by Shade
There is a pic...but 1 pixel big.
Re: Screenshots
Posted: Tue Aug 12, 2008 6:36 pm
by Feralidragon
Re: Screenshots
Posted: Tue Aug 12, 2008 7:57 pm
by Myth
Lighting is totally wrong. I mean who the hell uses sooo much pink? At least add some variation.
Re: Screenshots
Posted: Wed Aug 13, 2008 7:47 am
by Creavion
Thats enough.. one more of these posts and I will delete it..
Re: Screenshots
Posted: Thu Sep 11, 2008 10:11 am
by dxej
This is my first map i create since like a year ago.
Going to be based for SLV. and don't expect much... It's just basicly to get my technics of mapping baack
;p
http://team-wd.com/images/Shot0001.bmp
http://team-wd.com/images/Shot0002.bmp
http://team-wd.com/images/Shot0000.bmp
Re: Screenshots
Posted: Thu Sep 11, 2008 2:55 pm
by GenMoKai
Aint no SLV fan... but the maps looks nice so far
good job
Re: Screenshots
Posted: Wed Oct 29, 2008 4:41 pm
by Pandemonium
Won't look at the pix cause they're bmp-files.
Re: Screenshots
Posted: Wed Oct 29, 2008 5:36 pm
by GenMoKai
ghehe lazy pandemonium ?
the wont load that long
Re: Screenshots
Posted: Fri Nov 07, 2008 2:02 am
by [~]RUFX[~]RoninMastaFX
Well, although in my Cartel thread I said that I won't leak any pictures...I'll leak 4 on here just for you guys and gals
, uploaded to onto my emergency imageshack account until I figure out if there is an option in Photobucket to have automatic resize
But no matter...despire the large size, I have thumbnailed them at imageshack and made them into jpg instead of png...
So anyway, here are your 4 sneak peak piccies of Cartel in the early Tech Demo 3 stages
...thumbnailed
(NOTE: there is only one light palced in the level...which is the lightouse searchlight. The old lighting system was crappy and n00bish, so I deleted all except the lighthouse light until the entire BSP of Cartel is deemed complete currently before I let the map be played by "external voluntary testers", which will be before Pre-Alpha.
)
P.S. Yes, the sky texture looks crappy due to a resizing glitch with Photoshop 7...but now I have bought Photoshop 10 CS3 Extended (legal copy
). I can use the bmp textures to recreate the pcx files with a much more higher res and better lookign quality at 256x256 size instead fo this crappy glitchy resized version of the skybox
C&C welcome
Also, if you really, really want to view the level this incomplete, you are more than welcome, just check out Cartel thread for more details.
Thanks everyoen!
Re: Screenshots
Posted: Sat Dec 27, 2008 8:49 pm
by Myth
Anyways, I'm almost finished whit this one. All she needs are some tweaks and a real testing, and a name. Could find a suitable name. I thought I go whit something like 'sanctuary'... but not suitable enough.
Since Fenit's castle map pack seems to be dead I'll be releasing it somewhere between the 1st-10th of January, if he doesn't respond.
w00t: 100th post...
Re: Screenshots
Posted: Sun Dec 28, 2008 10:33 pm
by Anderson
That looks really cool Myth. how did you get that fog like that?
Re: Screenshots
Posted: Mon Dec 29, 2008 9:27 am
by Myth
Actors>Decoration>UTDecoration>UTFlare whit a custom texture. Essentially it's the same way how particle systems give the illusion of smoke, fire.. etc.
Re: Screenshots
Posted: Mon Dec 29, 2008 10:50 pm
by Myth
Well, I'm not sure whether I should post this or not. I didn't want to unveil this until next weekend. But ironically I got to the point where I got addicted to my own map.
So here's the goddamn bastard:
What was supposed to be a short test run turned out to be a 45 minute fight-off against some dumbass bots.
It's mean, dark, somewhat cursed. I've been dragging around the project for half a year now. I got the original idea last summer. Ever since I had troubles whit it, I've been refining the concept. I even have learnt Uscript just to code a few actors for this one. The rules of engagement were totally changed. For instance you aren't given a translocator, even though it's a CTF map.
It was supposed to be in the Community map pack, however it did not meet the graphical requirements. It's low poly, and I don't care since it's not in the map pack anymore. I'm dumping my latest graphical design, which was supposed to be a high poly version.
The average is about 160 poly per view. Rarely goes beyond 300.
The things that are yet to be done:
-proper bot support
-few new textures
-minor brushwork
-choosing between 3 awesome soundtracks
-final testing
-debugging (replication?)
A lot more can be said... but I'd rather not write a novel.
Hopefully I'll finally finish it and release it somewhere around January 2009.
Re: Screenshots
Posted: Mon Dec 29, 2008 11:03 pm
by Creavion
Really, I can't figure you out. In principle it is a fiasco, you can make really cool skyboxes and then the rest of your maps: Low Poly ... anywise I think know, it is not a want of mapping skill, you are simply unutterable lazy. That you really haven`t the desire for making really good maps with a DECENT polycount and so. I dont get it. Well, that's your pigeon! If you are so happy I dont want to prevent you from making maps with this polycount anymore.
Re: Screenshots
Posted: Mon Dec 29, 2008 11:30 pm
by Myth
Cool, but why are you so pissed off??