• Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/

Level Design [WIP] WF-Hell's Corners

NorthDumpling

Grizzled Veteran
Jul 13, 2013
1,113
58
26
I've started working on my new map (previous maps will be updated as well), which is called Hell's Corners and telling us a story of fighting for La Barquette locks being a part of a Mission Albany in Normandy , where germans have opened the gates and flooded whole Carentan area, while Allies assaulted it later on.
Map will also feature whole new StugIII G tank and M1A1 Bazooka with whole new rain screen effect, providing an ultimate gameplay expirience.
Here are some progress.


d8CMTuI.jpg







W4RbN6b.jpg




yJYVyOZ.jpg




kTuLWkr.jpg





djyHQqQ.jpg
 
Last edited:
Are you going to make new specular textures for the Jeeps, and other such meshes for the game or no?
I would recommend removing the HUD distortion effect, it's very visible on the first screenshot. I'd go the way of Otori, and use small draw distance rain meshes, with a rain material on them, rather than a bunch of FX emitters, which decrease frame rates by a large margin (look at SugarLoaf as an example of this).
 
Upvote 0
Beskar Mando;n2268251 said:
Are you going to make new specular textures for the Jeeps, and other such meshes for the game or no?
I would recommend removing the HUD distortion effect, it's very visible on the first screenshot. I'd go the way of Otori, and use small draw distance rain meshes, with a rain material on them, rather than a bunch of FX emitters, which decrease frame rates by a large margin (look at SugarLoaf as an example of this).

Yeah, I'm looking for a way to make and use new specular textures for vehicles and other assets. With same success I can just take thoose from Otori Shima as well as ripping out rain from it. And rain from Otori Shima dont have rain splashes, which ruins everything. I'll see what I can do in order to save performance.
 
Upvote 0