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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 1:49 am 
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did just hit his 750th monster

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Don't you know the rules of zfighting, no one speaks about zfighting :P

http://www.plagueandpestilence.com/maps ... sp3_20.jpg

http://www.plagueandpestilence.com/maps ... sp3_21.jpg

http://www.plagueandpestilence.com/maps ... sp3_16.jpg

http://www.plagueandpestilence.com/maps ... sp3_19.jpg

Some basement area work in progress.

This area I wont be making a texture set for because I really like these textures, and I want to ship this map before I die.

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 3:37 am 
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This looks fantastic! now add sound! :)

screenshot 16 reminded me of some place in dead space game. (it had that look) for some reason.

the lighting is well done and gives it a sense of depth like its below ground.
I like it, very nice!

J


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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 3:51 am 
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Yeah dead space has always been a bit of an influence, it just does the creepy atmosphere so well.

Audio will come at some point, probably when I have finished the upper area.

http://plagueandpestilence.com/shots/shot00029.jpg

http://plagueandpestilence.com/shots/shot00030.jpg

Some more progress on the arrivals section. All I want to do to finish this area visually is model the metal detector and x-ray machine, then I'm good to move on.

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 3:52 am 
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I was just thinking/wondering if you'll have any triggers for steam particles/along with steam speakers
coming out of those pipes when you walk by? That could be a potential 'have to go around now thing or have is cause damage when walked through.

ambient sound ,have you decided what to use?


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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 3:56 am 
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Yeah I have a few gameplay things later like electrical sparks are hitting water so you need to turn that power section off.

I've got a huge sound library on my PC I'll probably whip up some ambient sounds from those.

Haven't given it too much thought yet, it's a while off before audio happens.

Didn't realise I left the hud on, oh well!

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 Post subject: Re: Mars Base SP
PostPosted: Sun Jul 22, 2012 10:14 am 
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It's awesome to see progress and so much nice details You put here. I wish to play this maps as soon as possible :) If You ask me about mood it is more like Doom3 alpha, I can see here both dark underground corridors and rooms with nice big glass windows.

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 Post subject: Re: Mars Base SP
PostPosted: Mon Aug 06, 2012 10:54 pm 
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Finally some updates!

I ended up changing the over all theme because it's something I haven't done before, and I had a lot of fun making all the vines and tearing my hair out trying to get decent results.

I still have a few things to tidy up, and I wanted to add a small detail pass on vines on objects and so on. But I'll do that another time.

http://plagueandpestilence.com/shots/shot00031.jpg

http://plagueandpestilence.com/shots/shot00032.jpg

http://plagueandpestilence.com/shots/shot00033.jpg

Z

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 1:14 am 
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Hey that's beautiful!

have you ever seen this program?

http://graphics.uni-konstanz.de/~luft/ivy_generator/
I've always like it when I see plant life in levels and especially ivy or vines as that is really some extra cool 'luvin work.
gotta like what ya do... and what I see so far zombie , looking good! :)


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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 2:02 am 
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Thanks man.

Yeah that is what I have been using. I just use a custom leaf mesh and render out a basic diffuse and the vine as a hi poly. Works fairly well.

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 2:18 am 
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it comes back to me as 'it's not the tools you have but how you use them.... :wink:

I have many tools at my disposal but I wind up only using a few.
takes time to find what's right and works well.

aside from that, yeah man zombie, love it! diggin it and groovin 'it because I know it works with .obj ,let's not get me started on .obj's...
so I know how much work was involved. and like it lots, great work!

J


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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 2:57 am 
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Yeah it's always the case.

I when making content I only use Photoshop, Max, (mudbox if organic) and DoomEdit.

Tomorrow one of the guys at work is gonna show me some stuff to improve my vegetation, he did some work on Crysis 3 before coming to Ubi, which is a big plus 8) 8)

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 5:07 am 
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Zombie13 wrote:


Wow, this is a great idea! I've never seen anything like this in Doom 3 before.

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 5:54 am 
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Wow, I have dreamed to see something like that in Doom 3 since I have seen gardens in Bioshock, but I wasn't thinking that Your project will go that way. Shoots 2 & 3 looks very good. Shoot 1 need more work, vines on right side near desk look very "flat" and are bend in ugly way (those falling from railing), also vines on left side under window doesn't look natural. I suggest You work on foliage bit more - add different size leafs, maybe some other plants, few stamps of grass here and there - I'm not sure if fields of 3d grass will not kill cpu, so even few 2d stamps like in "Rage" could be good solution, also few dripping drops from ceiling or from pipes.

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 7:17 am 
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Looks amazing.

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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 7:25 am 
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Like I said on FB, looks great! Where has all that growth come from? I notice all the power seems to be on, considering having some planters around the place with bright hydroponic lights above them?


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 Post subject: Re: Mars Base SP
PostPosted: Tue Aug 07, 2012 5:33 pm 
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That's easily the best looking work you've done since Place of Malice (yeah I remember its name!)!! I dare say you've gone and done killzone 2 to yourself now... because the rest of the level needs to look that good ;)

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 Post subject: Re: Mars Base SP
PostPosted: Wed Aug 08, 2012 2:34 am 
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Thanks for all the feedback guys.

I had a good chat with the vegetation guy today and he showed me a few things they did in crysis that I will apply to my stuff.

I'm just going to gut the vegetation and redo it. I have a good pipeline now, so it shouldn't take much work to build some new assets.
The ivy comes from the outside, the level is no longer set on mars, but on earth. There are plans to have puddles of water and dripping water from the pipes which helped the growth of the ivy.

Tron: Good idea on extra little plantations around the facility, more variety in plants, flowers, etc.

I'll most likely up date with some shots on the weekend.

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 Post subject: Re: Mars Base SP
PostPosted: Sat Aug 18, 2012 9:41 am 
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http://plagueandpestilence.com/shots/shot00035.jpg

Made new ivy that looks much better, more natural.

I need to fix some of the tiling issues in the geometry, but I must sleep.

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 Post subject: Re: Mars Base SP
PostPosted: Sat Aug 18, 2012 1:03 pm 
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Awesome shoot :)

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 Post subject: Re: Mars Base SP
PostPosted: Tue Sep 11, 2012 9:52 pm 
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You should better explain where the plant life came from in the map. Like is it from some kind of department in the base that was trying to grow plants using the Mars environment and now that everything's all messed up it just kind of took over certain areas of the base. Things like that.


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