WIP screenshots
wow this looks awesome, I really like that you included those
rocktextures
crizis, looks very small scaled, wont it just be the standard
corridor rocket spam?
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.
But the map looks great, in fact I think wdm3 could look great if it was more like that.
hm, the corridors are scaled normally, not big, standard 192
units
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?
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?
a bit more light here (yes, still dark.. damn final build produces
way darker result than quick build)

rl / shard area

route to mega, rl top area

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

rl / shard area

route to mega, rl top area

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 =)
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.
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).
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).
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
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.
crizis, you watched too much ql iem? looks like that one maps mega
spot, only needs another hallway behind the camera.
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
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
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
I think the metal panel-texture on the wall is getting a bit old.













