WiP in WiP, post your screenshots!

jpr

aa
Feb 1, 2009
1,094
1,085
remaking jonahmap
mountainroad.PNG
 
Sep 1, 2009
573
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howboutnow.jpg


It seems There is a man made tunnel that never ends D:
 
Sep 1, 2009
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overlays/black_gradient

Has a similar effect to what is used in the model, can been seen in Mann Manor around the cp and broken beams
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Not bad, the sprites should be larger though so they merge, or replace them with env_glow's with a low max render distance to increase performance.

Also, indent your doors in that detail room :)

Looks like a cross between hydro and steel.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
I see potential issues with reflection seams on those floors.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,697
2,581
That looks pretty awesome Ravage, I hope you don't come to regret all this early detailing later. ;)

To be honest, I can see the merits of working out the detailing first, as a sort of very complex concept art. When I do my contest map, I'm considering detailing the whole thing first, and then de-making it into dev textures for the alpha release. Helps me have an idea what I'm ultimately working toward.
 
Sep 1, 2009
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Pitofd00m.jpg

I decided to make the health kit harder to reach
 
Sep 1, 2009
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Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
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Unless you've used displacements to prevent skybox brushes culling your rooftop, that doesn't look optimised at all deloras.

It's an artpass entry, you shouldn't get good fps on it, it should just be good looking I guess?
 

Deloras

L2: Junior Member
Aug 20, 2009
98
89
Unless you've used displacements to prevent skybox brushes culling your rooftop, that doesn't look optimised at all deloras.

I don't see what you are talking about, can you be more precise please?

And optimization is part of the notation.
 
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