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Thread: Quid Pro Quo

  1. #71
    Chasing Meteors Sever's Avatar
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    Re: Quid Pro Quo

    Yeah, add vegetation everywhere. Also, make the river bottom not so flat when you get around to it - just use the same method you used on the hills.
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  2. #72
    Senior Member PopeAK49's Avatar
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    Re: Quid Pro Quo

    If you need help with any plant placement for your map just PM me.
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  3. #73
    Cancer paladin's Avatar
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    Re: Quid Pro Quo

    Quote Originally Posted by n00b1n8R View Post
    Are those rusted roof textures from H2?
    All of them are except a few detail maps. They are place-holders until the level geometry is done. Then Scooby will get the model and make textures for it.

    Quote Originally Posted by Munkee View Post
    That looks awesome but the floor also looks like it's broken everywhere. Maybe add some vegetation on top of the rocks?
    The main ground is just a place-holder bitmap. If you haven't noticed already, there are only 4 bitmaps on the map total. I assure you that the ground will look much nicer in weeks to come.

    And, of course, I will be adding vegetation to the map. The power plant is a abandoned and overgrown and is located in the center of the jungle, so there is going to be vegetation. The reason there is none now (at least that I've shown you) is that the actual level geometry needs to be dealt with before detail objects are added. (note that the pipes, girders, catwalks, and windows aren't present in-game, but in the renders). Priorities.

    Quote Originally Posted by Mythril View Post
    Looks awesome, thought it was a render until I saw the water and the cyborg.
    Thanks, I promise it'll look even better.

    Quote Originally Posted by Sever View Post
    Yeah, add vegetation everywhere. Also, make the river bottom not so flat when you get around to it - just use the same method you used on the hills.
    You won't be able to see the river bottom once a fog volume is added. I just haven't added it yet.

    Quote Originally Posted by PopeAK49 View Post
    If you need help with any plant placement for your map just PM me.
    I think I'll manage, but thanks anyways.

    /long post
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  4. #74
    Cancer paladin's Avatar
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    Re: Quid Pro Quo

    So, I dont know if you all could notice, but there was really only on way to move across the level. That way was over or under the dam. After chatting with a few people, I made an underground portion that can be used as an alternate route.



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  5. #75
    Is that an anime? dark navi's Avatar
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    Re: Quid Pro Quo

    Glad to see that I am in the loop of information (not). That tunnel looks pretty sexy. Were is this exactly? In the dam?
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  6. #76
    Cancer paladin's Avatar
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    Re: Quid Pro Quo

    i havent decided
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  7. #77
    Post Apocalyptic Badass Corndogman's Avatar
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    Re: Quid Pro Quo

    wow, looks really nice. I'm liking the hallway, it fits the theme well. I'm assuming there is glass there though, you just haven't made the shaders?
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  8. #78
    Apex Huero's Avatar
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    Re: Quid Pro Quo

    Two paths still arent enough
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  9. #79
    Hmmm... MetKiller Joe's Avatar
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    Re: Quid Pro Quo

    That looks really nice. Nice modular design.

    Maybe a pontoon bridge also? With some wider sections with cover and debris?
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  10. #80
    Cancer paladin's Avatar
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    Re: Quid Pro Quo

    THere will be a grate over the holes. Also, There will be the broken bridge
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