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crizis

Mad Hatter
(4075 posts)

^ above mapz0r with hm half of the hallway styled :p


http://padpork.warsow-esport.net/files/crizis/wip1.jpg



http://padpork.warsow-esport.net/files/crizis/wip2.jpg



http://padpork.warsow-esport.net/files/crizis/wip3.jpg


unique

Alltime Newbie
(106 posts)

wow this looks awesome, I really like that you included those rocktextures

crizis

Mad Hatter
(4075 posts)

m0t0

Member
(840 posts)

IrReeL

Member
(16 posts)

crizis , i love your map

thelawenforcer

dramallama
(4263 posts)

crizis, looks very small scaled, wont it just be the standard corridor rocket spam?

crizis

Mad Hatter
(4075 posts)

Nah the scale (and the map) is quite big actually.

Huksi`

CTF Maniac
(3269 posts)

I think you're making positioning way too easy with that RA spot :]
But the map looks great, in fact I think wdm3 could look great if it was more like that.

VectorVanDoom
(updated Today 13:37)
(1990 posts)

hm, the corridors are scaled normally, not big, standard 192 units
Huksi` wrote:

[...] the map looks great, in fact I think wdm3 could look great if it was more like that.

i thought at first it was wdm3, die to the 2nd screeny
the style looks great idd, but too monotonous. needs some color. I guess its too early for heavy design, but anyway, much of the repetition could be broken e.g. with fake doors (solidfakes iris door ), windows or machinery panels sticking out the wall.

el:moto, is that a new map or still the ctf one?

crizis

Mad Hatter
(4075 posts)

a bit more light here (yes, still dark.. damn final build produces way darker result than quick build)


http://padpork.warsow-esport.net/files/crizis/wip9.jpg


rl / shard area

http://padpork.warsow-esport.net/files/crizis/wip8.jpg


route to mega, rl top area

http://padpork.warsow-esport.net/files/crizis/wip10.jpg



in fact I think wdm3 could look great if it was more like that

I got heavy influence from blx'es old wdm3 for this =)

jal

master of the universe
(10599 posts)

I agree that some touches of color would make it look better. Small stuff. Some decal signs, maybe the pipes in the red usual texture.

crizis

Mad Hatter
(4075 posts)

Needs something for sure, haven't yet figured out what that could be... but ideas will come eventually, I'm not too concerned of details yet :p

Planned to play around with red neons etc to give it 'dangerous' underground complex feeling. Blinking lights would be nice in tech/underground complex, but these bug in bizarre way (basically whole map starts blinking if I place one somewhere, same prob I encountered with wdm5).

Koochi

Member
(935 posts)

crizis wrote:
Needs something for sure, haven't yet figured out what that could be... but ideas will come eventually, I'm not too concerned of details yet :p

Planned to play around with red neons etc to give it 'dangerous' underground complex feeling. Blinking lights would be nice in tech/underground complex, but these bug in bizarre way (basically whole map starts blinking if I place one somewhere, same prob I encountered with wdm5).

same problem on wctf2 ground for me

crizis

Mad Hatter
(4075 posts)

some color to mega area with neonlights :p and pipes!


http://padpork.warsow-esport.net/files/crizis/wip13.jpg


m0t0

Member
(840 posts)

if you ask me flat rockwall like that dont look good but otherwise looks nice.texturing could be nicer also,dont like that grey tile texture there.

VectorVanDoom
(updated Today 13:37)
(1990 posts)

crizis, you watched too much ql iem? looks like that one maps mega spot, only needs another hallway behind the camera.

Koochi

Member
(935 posts)

i think it is a good work on texturing. Tech stuffs go well with 0.6 models and they aren't out of context as in wdm12, imo
a suggestion on map that could help you on neon choice: for example red neons where the RA is, yellow where the YA is and green where the GA is. i remember you had already thought about it on previous "cartoonish" version, and it could be interesting to remake it

Hero

Kiddy-ho!
(981 posts)

Huge improvement on the map, its well textured but still it feels like some areas in the map arent scaled that well :/ For example upper part you cant move there as good as you would like to but maybe its map's purpose? I dont know. Just my 5 per cents

Pro_Pain

Member
(78 posts)

I think the metal panel-texture on the wall is getting a bit old.


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