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durkhaz~

WIP nmo_rostock_halloween (working title)

23 posts in this topic

This is the WIP thread for my Halloween mapping contest entry. I can't promise I'll finish it.

It's going to be a story driven nmo map based in a european suburb, in a (somewhat) spooky setting. I'm not going to spoil the story just yet, so have some screenshots instead.

This is what I came up with on monday. Just some basic brushwork for now.

7d2d7c827a.jpg

4fe963eca5.jpg

Now you might say, BUT DURKHAZ! That's not spooky at all! Don't worry, it's spooky alright - just take a look at this:

3c54165226.jpg

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Wow, great brushwork so far. Gotta step my game up! Thanks for the inspiration ;)

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Good stuff, but ... does the skull shoot lasers?

Nah, that would be stupid, it shoots death rays!

Wow, great brushwork so far. Gotta step my game up! Thanks for the inspiration ;)

thx m8

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Fuck all these maps, makin grove look like a little shitling half-brother lol

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Excellent work. I look forward to seeing how this develops.

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Looking good :D needs some more light though, pretty dark. Although if the only main light came from street lights and houses, that would be pretty darn spoopy.

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Looking good :D needs some more light though, pretty dark. Although if the only main light came from street lights and houses, that would be pretty darn spoopy.

Not sure how I'm going to do the lights yet. It's supposed to be set a long time after the outbreak - meaning the power is long gone, and supplies are rare. The building with lights in it is going to be a safehouse with a generator.

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I'm liking the ambient lighting at this point, its way3spoopy5me. If you plan to have no other aritifical light sources you can proably play around with the ambient values. Looking forward to more progress Durkhaz :3

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I can see it now, great work so far in living the building facades

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One month later, not a lot of progress - BUT HEY, I worked on a kindergarten today. Pretty proud of the optimization on this one.

It's also the first piece of architecture I built without references.

21dc41cde9.jpg

d5a9c62d86.jpg

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*Spews Drink*

DAAAAAAAAMN, that's some tasty brushwork. What method did you use for the slanted door in the first pic?

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I built it on grid, copied it as a backup in a special visgroup, rotated the whole thing and moved all vertices so they're on grid

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I built it on grid, copied it as a backup in a special visgroup, rotated the whole thing and moved all vertices so they're on grid

I once tried to do an entire building like that. Boy did that take a long time.

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As long as its 45 degree its really easy, i really like what you've got going on there :-)

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OH MY GOD. That's some insanely good brushwork, cant wait to see this map finished, as you WILL finish this map, or i will slaughter you if you dont.

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Thank you guys :)

Today I did a lot of displacement work to try a method for smooth roads. This is what I came up with:

PIC 1

PIC 2

Pretty happy with the basic layout so far, but there's still a lot left to do.

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