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Re: Screenshots

Posted: Tue Aug 12, 2008 5:40 pm
by Shade
There is a pic...but 1 pixel big. :roll:

Re: Screenshots

Posted: Tue Aug 12, 2008 6:36 pm
by Feralidragon
Lenvris, I would advise to build better BSP, that one is all messed up. The same with lightning, the pixel shows that you placed light in the wrong places. The layout seems to me very simple and plain, try to add some more pixels and you have a great map. :P :P :P :loool: :loool: :loool: :loool:

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.. :confused2:

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 :tu:

Re: Screenshots

Posted: Wed Oct 29, 2008 4:41 pm
by Pandemonium
Won't look at the pix cause they're bmp-files. :gj:

Re: Screenshots

Posted: Wed Oct 29, 2008 5:36 pm
by GenMoKai
ghehe lazy pandemonium ? :P 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 :confused2: 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 :P...thumbnailed :mrgreen:

(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 :P). 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 ;)

Image Image Image Image

C&C welcome :mrgreen: 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! :D

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.
Clipboard01.jpg
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:
Clipboard01.jpg
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.
Clipboard02.jpg
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??