WiP in WiP, post your screenshots!

Mar 20, 2012
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Add some lights pointing to the control point, and try to do a more interesting height variation.
Very interesting. I had planned to do a low-ground sewer entrance, but not in that particular spot (it's attached to the building on the other side). With the main water source there, it might be interesting to put it there. My only concern about that is it means I essentially have all three entrances to mid in the same area of the map. I'll play around with it.

I haven't done a lighting pass, but the large flood lights are a neat idea.

I see you removed the logs. Are those crates you replaced them with? Or steps? (making the point a jetty)

Thank you for taking time to do that, RaVaGe. I much appreciate it!

RaVaGe said:
And look at this concept art.

I have this exact picture in my folder of inspirational images. I wish there was a way I could replicate this type of vegetation in a swamp theme. I'm worried if I try to go overboard, it will begin looking more like a jungle (as it sort of does in the concept). Regardless, it has some really interesting aspects to it.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
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I have this exact picture in my folder of inspirational images. I wish there was a way I could replicate this type of vegetation in a swamp theme. I'm worried if I try to go overboard, it will begin looking more like a jungle (as it sort of does in the concept). Regardless, it has some really interesting aspects to it.

Look at the Swamp Fever campaign in Left 4 Dead 2. It pretty much recreates that picture perfectly.
 
Mar 20, 2012
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Look at the Swamp Fever campaign in Left 4 Dead 2. It pretty much recreates that picture perfectly.

Reading my mind, steve. A few days ago, I took about 30-40 screenshots as I noclipped through the whole campaign on single-player. The ambience is great, but L4D2 does try and achieve a much more red-neck/trailer park theme, whereas I'm going to play around with getting a "industrial impeding on nature" theme going.

The actual swamp parts are pretty awesome, though.

I think they're crates, but putting it on a jetty might be a good idea. That adds some height interest, and gives you narrative room for cover and playing with other routes.

Certainly have been considering it. I am playing around with a jetty or a swamp barge:
E4120CA5CD9CC02ABAE9509F456BD9D43D4C164D
 

Spipper

Former cheese man Gorgonzola
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Feb 18, 2012
246
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Nearly ready to make a playable version.
However, I fear some of the areas may be too cramped, especially the mid capture point.

2012-05-01_00005.jpg

2012-05-01_00006.jpg

Mid capture point area:
2012-05-01_00009.jpg

Last capture point:
2012-05-01_00003.jpg
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
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@M-L-J

I like the way this last capture point is setup, easy to attack, hard to capture once you're down there.

Mid doesn't seem to shabby, although the gap around the point might cause some issues.

Overall, this definitely has potential. :)
 

RavenStryker

Former Alias: †Blade†/Xi.Cynx
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Nov 25, 2008
782
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I would agree with Bereth, if you can make the glow half of what it is I think it would look much better.
 
Oct 6, 2008
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hey you could make the track lights red and when blue pushes the catr over it they turn to blue!
 

xzzy

aa
Jan 30, 2010
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That would require so much input/output entity work, yet it would be so badass.

Only as many path_tracks as you have. If you're intelligent about naming the glow entities and light props you could do a lot of it using pattern matching, which saves a whole bunch of typing.
 

EArkham

Necromancer
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Aug 14, 2009
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Remember that the purpose of lights like this is to draw attention. Having that many everywhere on the track, even if it's only half the number currently, is really far too many.

IMO only stick them a little before and a little after control points on the track, then they'll be few enough in number to turn from red to blue as the cart passes, too.
 

JustAHorrible

L2: Junior Member
May 5, 2012
68
4
I'd hate to not put an image up, but I'm working on a Capture Point thingy. It's called cp_coalmine

Features:

* Lots o' Displacements (first time using: yay?)
* Nice terrain
* Shitty lighting (I do not know which light to use is the best, so.
* In a cave
 

PlipPlop

L2: Junior Member
Nov 18, 2009
51
73
I'd hate to not put an image up, but I'm working on a Capture Point thingy. It's called cp_coalmine

Features:

* Lots o' Displacements (first time using: yay?)
* Nice terrain
* Shitty lighting (I do not know which light to use is the best, so.
* In a cave

Well, go ahead and put an image up. Can't do much with just words, and plus, it's a good way to get everyone's thoughts on your work so far.
 
Sep 1, 2009
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