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Thread: "Work In Progress" - An image thread for everyone!

  1. #751
    stevelois
    Guest
    Yo quaal, your still alive Been a while !

    Since you ask for critiques, by looking at the pics :

    - In pic 3, you have 2 powerups side by side. Not a good idea gameplay wise. You need to spread them.
    - In pic 3, you use a mesh material on the floor, it look out of place.
    - In all pic, lighting look rudimentary, like only a skylight actor is in there ?

    Nice map name

  2. #752
    Lord_PorkSword
    Guest
    Meshing is looking good M8!
    Just need to work on the lighting some more I reckon. Get more shadows in etc..

  3. #753
    quaal
    Guest
    I am still alive!! it's been a long time. The lighting is only working lighting right now. Those screenshots are just a room and a hallway - it's all I've meshed so far.
    Steve - I'll definitely move those powerups - I agree it's a little extreme haha. The mesh you are talking about is the walkway that's clipping the floor? If it is I am planning on digging out the bsp and adding more meshes to make it look good. That area and behind the camera I'm still doing a lot of work on.
    Pork - thanks a lot! Takes a long time laying those meshes down damn. Hopefully I'll get a little more complete version up on my site soon. Right now it's the bsp only version.

    I'll post when I have an update. Thanks guys!

  4. #754
    Coreper
    Guest
    finally, my remake/conversion of CTF-MarketDistrict:
    More info, here!

    [screenshot]http://img806.imageshack.us/img806/9804/ctfmarketdistrict0000hi.jpg[/screenshot] [screenshot]http://img267.imageshack.us/img267/1869/ctfmarketdistrict0001hi.jpg[/screenshot]
    [screenshot]http://img585.imageshack.us/img585/606/ctfmarketdistrict0002hi.jpg[/screenshot] [screenshot]http://img845.imageshack.us/img845/1397/ctfmarketdistrict0003hi.jpg[/screenshot]
    [screenshot]http://img857.imageshack.us/img857/3225/ctfmarketdistrict0004hi.jpg[/screenshot] [screenshot]http://img593.imageshack.us/img593/9333/ctfmarketdistrict0005hi.jpg[/screenshot]
    [screenshot]http://img687.imageshack.us/img687/9333/ctfmarketdistrict0005hi.jpg[/screenshot]

    Check out the BETA thread here!

  5. #755
    quaal
    Guest
    Hey man. That looks really good. The dirt in a couple of those screenshots really needs to be broken up a little. It's way too repetitive how it is now. Could you throw another walkway through the middle or something? In the hallways indoors you could probably add in some trim on the floor and/or ceiling too to give it a little more detail

  6. #756
    Coreper
    Guest
    Quote Originally Posted by quaal View Post
    Hey man. That looks really good. The dirt in a couple of those screenshots really needs to be broken up a little. It's way too repetitive how it is now. Could you throw another walkway through the middle or something? In the hallways indoors you could probably add in some trim on the floor and/or ceiling too to give it a little more detail
    Hmm I like your ideas, and the idea of putting another walkway through the middle isnt a bad idea.
    The center area is something that still isn't optimized yet I think. It should be much more vulnerable and open, so people will use the side ways for better cover, instead of a easy main route. I'm open to ideas concerning that area

    As for the dirt, how do you mean, repetitive? Could you explain that a bit more?

    And the trim, how do you see that? Like edges on the stairs, or real railing on the stairs?

  7. #757
    TKBS
    Guest
    Attachment 6914

    might finish this pack off, might not. not sure.

  8. #758
    quaal
    Guest
    Breaking up the ground will keep it just as vulnerable but it will be more aesthetically pleasing. Repetitive meaning the texture repeats and its fairly obvious looking (might not be so bad at street level though). If you used terrain, break it up with some grassy patches or something. Or use static meshes to add in something to cover up the textures on the ground a little. Just turn the collision of the grass off if it's on. I would recommend maybe putting in a small ramp or 3 stairs or something to keep it very open and vulnerable but to give it a little more interest.

    As for trim, open up a package named trim like LT-Trim or something and just take a look. What trim is good for is to transition from the wall to the floor so it doesn't just drive into the floor. Look around your house and see if there is any "trim" on the floor. If your place is really old it will most likely have some along the roof also. Railings work fine but I'm referring to the floor itself. Cutting holes out of the wall and adding something in there helps break up the monotony of walls too. Or using "wall" static meshes.

  9. #759
    WedgeBob
    Guest
    Quote Originally Posted by TKBS View Post
    Attachment 6914

    might finish this pack off, might not. not sure.
    Looks too much like a Half-Life corridor to me. I'd look into finding a more interesting part of the level to take a screenshot from.

  10. #760
    quaal
    Guest
    Quote Originally Posted by TKBS View Post
    Attachment 6914

    might finish this pack off, might not. not sure.
    Actually I love the colour scheme. Really draws your attention. The texture on the floor is a little bland compared to the walls though.

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