#9840 posted by necros on 2013/10/03 02:16:00
wow, that blends in really well
YEAH!!!
#9841 posted by RickyT33 on 2013/10/03 02:31:11
That's what I'm talking about!
That might be the only progs for me......
Perfect
#9842 posted by Drew on 2013/10/03 03:36:43
Ricky
#9843 posted by Tronyn on 2013/10/03 13:11:56
looks epic. I'm imagining that some skylight, fog and a suitable skybox would give the outdoor area a great sense of scale, distance and atmosphere.
Since you apparently haven't done much texturing yet, what if it was all snowy?
Ricky.
#9844 posted by Shambler on 2013/10/04 11:16:24
Like the scale and design, keep it going.
#9845 posted by negke on 2013/10/05 10:38:22
Ricky can't map small, huh? Marcheresque BSP2 map. Have fun with the fullvis.
Wait A Minute
#9846 posted by negke on 2013/10/05 11:07:52
Holy crap, a non-base map by Ricky! Wow
Some
#9847 posted by sock on 2013/10/10 01:25:55
Ugh
#9848 posted by Drew on 2013/10/10 02:28:22
just terrible.
Nice!!
#9849 posted by nitin on 2013/10/10 02:36:48
the doorway and window shapes remind me of unreal engine maps.
Sock
#9850 posted by ALLCAPS on 2013/10/10 07:32:11
Love the floor in the middle being sunken down with the pillars and walls looming above. Feel very oppressive.
just terrible.
is how I feel about the name
Sock
I like the wooden steps leading into the lowered floor, that looks really nice. I really like your use of wood textures in this scene.
I'm not so sure about how the wooden support beams inside the door arches just end in the wall without any kind of fixture. I would add a vertical support beam on the wall that would carry the beams within the arch.
Wood
#9853 posted by ijed on 2013/10/10 11:37:06
Yeah... Made me think of the pain maze, even though the floor isn't wooden...
Need Moar Non-linearity!
#9854 posted by Shambler on 2013/10/10 12:34:23
HTH
#9855 posted by sock on 2013/10/10 15:05:26
@Drew, what is terrible, can you be more specific? Lighting, brushwork, screenshot angle etc
@OTP, yeah the name is a bit cheesy but the map does feature a lot of mirrored architecture. The original name was "The Horde of Zendar".
@SleepwalkR, yeah the strong brick edge does bother me too, especially with all the nice marble door/window edges in the background.
@Shambler, the next maps does have non linear routes but it is more compartmentalized to reduce the lost factor.
Vote For
#9856 posted by ijed on 2013/10/10 15:06:26
Horde of Zendar
Well I Think It Looks Class
#9857 posted by RickyT33 on 2013/10/10 16:32:13
I love your sense of scale.
Drew Was Joking
And +1 for Zendar.
Also I agree about the comparison to E4M6. I'd love to see an elder style texture mishmash with Sock's level of detail and polish!
#9859 posted by Trinca on 2013/10/10 20:35:25
Light�s, scale and textures combination are perfect. Nice work
Sock
#9860 posted by mfx on 2013/10/10 23:06:50
Looks just sweet, my anticipation keeps growing..
I Was Completely Joking
#9861 posted by Drew on 2013/10/11 01:49:10
come on.
I think that the shot looks super nice. In fact, and perhaps unfortunately, I have nothing to criticize.
I also vote for Horde of Zendar. So good.
Just To Clarify
#9862 posted by ijed on 2013/10/11 02:22:23
This is the one where you're obligated to include a button under a lift, or not?
Me Likey That Sock
#9863 posted by quaketree on 2013/10/11 03:37:48
Soaring architecture is always one of my favorite settings. That mountain church in Nehara was probably one of my favorite user made levels in any game out there that I've played, visually speaking of course.
#9864 posted by [Kona] on 2013/10/11 08:40:15
The one that Elek made? Wonder what he's up to these days, kind of disappeared and at one time he'd released more levels than anyone. Poor bugger must have grown up, unlike the rest of us haha.
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