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jal

master of the universe
(10599 posts)

I always miss more power on the cone lights on your shots. It looks like the spot light added to light up the interior of the lamp is stronger than the cone light.

Despite that, it looks great, as usual.

Kimza

Developer
(381 posts)

Yeah I agree fully jal, it's just because the light cone is included in that model. I need to toy around a bit with spotlights in a test map to find some good settings.

Ultrak1ll

☢UNdead☢
(359 posts)

Here is a very very very early concept of my new slide map.

Place in the city centre, one building is under construction.
There are two symetrical glass walled birdges between buildings.
Big pipes run along the sides of the buildings.

A drawing of the layout, missing the second level ontop:



A wall of a building:



They are general shapes. Lighning looks horrible.
I just saw Blade Runner, I'm probably gonna fail with dirty cyberpunk style on qfusion engine.
(updated 2012-03-30 21:46:17)

crizis

Mad Hatter
(4078 posts)

Here's some inspiration for you from an old concept map ;)













Ultrak1ll

☢UNdead☢
(359 posts)

Nice. The 2-nd pic has a nice dept to it(endless fall). Someting im trying to achieve without killing fps. I would use less adds, but not too few. Also im planning some func_train futuristic hover cars.

crizis

Mad Hatter
(4078 posts)

This is actually already 3-4 years old concept (from 0.4 times).. runs with like 999 fps, nothing heavy in this - just clever use of details.

jal

master of the universe
(10599 posts)

Kimza wrote:
Yeah I agree fully jal, it's just because the light cone is included in that model. I need to toy around a bit with spotlights in a test map to find some good settings.


No, no. I don't mean the halo, I mean the actual light casted by the directional light entity. In that last pic it doesn't seem to reach any wall nor anything while the point light does reach the ceiling. I just mean that I usually miss those lights having more impact in the surroundings.

Also, you know you can use huge intensities with good results in Warsow thnx to _extradist.
(updated 2012-03-30 22:49:27)

SolidFake

Member
(4388 posts)

Kimza wrote:







hmmmmm, it misses something, it looks rather...blank
if you go with the warehouse concept you have to make it look something special, my suggestion would be to make e.g. an edge of the warehouse broken out so you can see outside into the sky


oh, and please, stop posting that old concept map of blx
yes, I know it looks nice, and yes, it is very cyberpunky, but it was it ever was, a concept, and everytime this thing appeares somewhere it awakens wrong expectations of people
(updated 2012-03-31 01:45:16)

VectorVanDoom
(updated Today 13:37)
(1991 posts)

Kimza wrote:
VectorVanDoom wrote:
there is one thing about the cartoon look being overlooked. cartoons are produced in a manner that allows quick reproduction, so its all about simple and quick drawings.


No idea what you mean with this, and how it affects mapping.

textures dont look drawen, to mee. then i tried making a point, that you should addopt a quicker workflow, as that would add to the cartoon feel. in that sense, even if its besides the point, i think e.g. acidwdm2 looks a lot cartoonish (ok the brushwork wasnt all that quick, but the textures are ^^)
Kimza wrote:

VectorVanDoom wrote:
the overall look here cant be described as simple, looks rather polished ^^ then again, it can assumed lighting isnt done yet :P


Try expressing yourself a little bit more clear. I dont understand the part "looks rather polished, then again I can assume the lighting isn't done yet"

too me it looks polished, to you it might not even appear so, f. ex. because in your eyes the lights still need to be redone (mostly light is the last thing being reworked?).

clownfart

aka simon
(1024 posts)

That brings me flash backs of counter strike. I really love the style some mappers have used in counter strike. Though as I, and many others have stated before, the 'blank' style doesn't 'fit' warsow. It's like me putting an acid map in counter strike, it works, it can be fun, but it doesn't fit. I don't think you should change anything, if it looks good, it is good.

Kimza

Developer
(381 posts)

jal wrote:

No, no. I don't mean the halo, I mean the actual light casted by the directional light entity. In that last pic it doesn't seem to reach any wall nor anything while the point light does reach the ceiling. I just mean that I usually miss those lights having more impact in the surroundings.


Yeah I haven't really gotten any good settings for radius etc, any values you might recommend trying?

Kimza

Developer
(381 posts)

I just made my first try at making a texture fully from scratch in photoshop,
with only brushes, filters and layers.




Kimza

Developer
(381 posts)

SolidFake wrote:

hmmmmm, it misses something, it looks rather...blank
if you go with the warehouse concept you have to make it look something special, my suggestion would be to make e.g. an edge of the warehouse broken out so you can see outside into the sky


Yeah I agree, will try and add something to not make it look so boring.

jal

master of the universe
(10599 posts)

Kimza wrote:
jal wrote:
Yeah I haven't really gotten any good settings for radius etc, any values you might recommend trying?


Not really. It depends on the size of the area you want to light. I've used lamps like those from 300 to 2000 intensity. For extradist I used to use between a 10 and a 20 percent of the intensity, but it's a matter of try and repeat.


Ultrak1ll

☢UNdead☢
(359 posts)

/offtopic
made a ugly conrete tex and a archlinux decal(nolightmap)






/ontopic
...and an update of my wip project.










The bridges look ugly, I gues i gonna model the support beams and other detail in blender.
Have to make the glass bridge floor more dirty. I want it glass becuase for the WOW effect - you look down and see a busy city traffic, flickering billboard lights, steam from pipes, etc.
Also I plan to add some city ambient sound, make new textures and so on.

PS. It's gonna be a slide map if u didn't know.

update:
New bridge (not made in blender), needs better textures.




Omg wtf is this?



Used final bounce 3 for that.
(updated 2012-04-01 14:07:08)

Kimza

Developer
(381 posts)

Made some changes:

added a ventilation, horizontal beams, increased radius of the ceiling lamp lights and removed some of the wall lamps.





Ultrak1ll

☢UNdead☢
(359 posts)

Hey, looks nice (professional look), very CS:S like(de_train). What texture did u use on the support beams under the celing?

m0t0

Member
(842 posts)

ultrakill use fog in that map.It certainly requires that.
Also i would use more neonlights there
(updated 2012-04-02 01:50:22)

Kimza

Developer
(381 posts)

Thanks Ultrak1ll,
the texture is: eX_trim_psimple_07 from the exwsw texture set.

Ultrak1ll

☢UNdead☢
(359 posts)


ultrakill use fog in that map.It certainly requires that.
Also i would use more neonlights there


You are reading my mind!


the texture is: eX_trim_psimple_07 from the exwsw texture set.

thanks, it has a very interesting look.


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