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cw2_pushwall - screenshots added

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-{gdwg}-mooseD
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cw2_pushwall - screenshots added

Postby -{gdwg}-mooseD » 03.03.2012, 01:36

cw2_pushwall -- DOWNLOAD FIXED: my custom textures and materials added to download.

CW2_Pushwall Download

Author: -{gdwg}-mooseD of GDawgg Clan

Date: March 2, 2012

Description: Medium map. 8 to 12 people. A building with pushwalls, exterior lifts and custom images on an island.

Video: http://www.youtube.com/watch?v=ibF2ofl0IQ0

This map is currently running on this server: GDawgg.com Pushwall 24/7 -- 216.52.143.118:64100
Last edited by -{gdwg}-mooseD on 12.03.2012, 14:21, edited 11 times in total.
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mr nopro
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Re: new custom level: cw2_pushwall

Postby mr nopro » 03.03.2012, 13:10

Need more detail, cover and variation.
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-{gdwg}-mooseD
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Re: new custom level: cw2_pushwall

Postby -{gdwg}-mooseD » 03.03.2012, 17:59

you forgot to mention no minimap ?( :))
this is not WIP.

thank you.
i appreciate your opinion.
i don't agree with you.
but that's ok.

this level is finished.
have a nice day

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:09, edited 1 time in total.
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blackhorizon
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Re: new custom level: cw2_pushwall

Postby blackhorizon » 03.03.2012, 20:46

this is not WIP.

Personally I do not think you should be calling this finished. For a finished map it is has a poor visual quality. You are acting like the map is perfect... It needs a lot more detail, your terrain is completely flat, and you textures are tiled so many times that they look extremely unrealistic. Also I recommend fixing the tod.
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-{gdwg}-mooseD
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Re: new custom level: cw2_pushwall

Postby -{gdwg}-mooseD » 03.03.2012, 21:07

again, thank you for your input.
we don't agree.

i don't map for "realism".
don't care about tiled textures.
don't care about flat terrain.
if i had wanted it to have hills and valleys i would have made them.
i made the level for the pushwalls.
that's it.
everything else i added after that was gravy.

it needs nothing.

perfect?
who's to say it is or is not perfect?
was i striving for a perfect map? no.
as i stated above, i made the level for the pushwalls and they function "perfectly".
what is perfection in a level or a mod anyway?
for me, K-Glider is pretty close to perfection.

if you don't like the map that's fine with me.
i didn't make it for you.
i only posted it here because this is the crydev community

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:09, edited 1 time in total.
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DevilDante
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Re: new custom level: cw2_pushwall

Postby DevilDante » 03.03.2012, 21:42

Uhm, it's okay about your opinions and thanks for realeasing the map, but a Community is based on giving/accepting feedbacks and criticism and saying you don't care about the people who don't like your map because you didn't make it for them makes other people lose the will to comment and even thank you for the map.. try to accept more criticism and be more respectful man..

You have posted your map on a modding community, yet you don't care about what people say about it.. then why not uploading it on your blog only ?
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-{gdwg}-mooseD
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Re: new custom level: cw2_pushwall

Postby -{gdwg}-mooseD » 03.03.2012, 22:13

Dante, what were you reading?

i thanked both of the people who posted.
i do appreciate their input, as i stated.
i simply do not agree with them.

i never said, " i don't care whether they like my level".
i never said, "i don't care what they say about my level".

here's what i said:

i don't map for "realism".
don't care about tiled textures.
don't care about flat terrain.
if i had wanted it to have hills and valleys i would have made them.
i made the level for the pushwalls.
that's it.
everything else i added after that was gravy.

it needs nothing.


and this:

if you don't like the map that's fine with me.
i didn't make it for you.
i only posted it here because this is the crydev community


i'm very grateful for this community existing here.
i appreciate you guys.
i appreciate your respective levels of skill and expertise in mapping and modding.

the fact of the matter is cw2_pushwall is finished.
i'm done with it.
with it's tiled texures, flat terrain, no minimap, poor visual quality, unrealism and a tod that stays on daytime 24/7 lol.

it's finished.

by the way, i don't need a blog.
i have this website that i created 12 years ago:

http://gdawgg.com

check it out when you get a chance, especially this page:

http://gdawgg.com/124.html


CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:10, edited 1 time in total.
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DevilDante
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Re: new custom level: cw2_pushwall

Postby DevilDante » 03.03.2012, 22:36

Oh, well, sorry then, It just seemed to me like some provocatory messages.. maybe that's just your way of express yourself, eheh. :)

Yeah, I had already checked out the website and it looks cool, I didn't know about Killbox map also !
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blackhorizon
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Re: new custom level: cw2_pushwall

Postby blackhorizon » 03.03.2012, 22:52

i only posted it here because this is the crydev community

i made the level for the pushwalls


In my opinion very few people would download a map just make a wall move up and down :P The things I listed are very simple things, more people would download your map if it looked good. Most of the Crydev community likes high quality visuals. Making your map look better is not that hard. Just to remind you the Crydev community is more than the 6 downloads you have. Presentation is more important than you think.
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-{gdwg}-mooseD
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Re: new custom level: cw2_pushwall

Postby -{gdwg}-mooseD » 03.03.2012, 22:56

my apologies for seeming disrespectful Dante.
i'm sorry about that.

i really think all of you guys and girls here are totally cool.
and, the ideas that you all bring to life are totally cool too.

my style of mapping is just a bit different.

again, my apologies to the forum and to the community for any seeming disrespect

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:11, edited 1 time in total.
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-{gdwg}-mooseD
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Re: new custom level: cw2_pushwall

Postby -{gdwg}-mooseD » 04.03.2012, 12:30

ooooops!

i forgot to include my custom textures and materials in the first download i had posted in this thread.
so anyone who downloaded the map before now saw only whitish-gray panels where the images are supposed to be.

i fixed the download and tested it.

i'm sure Black Horizon will still slam my level but at least he'll have some eye candy to look at :P

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 12.03.2012, 14:22, edited 1 time in total.
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-{gdwg}-mooseD
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Re: cw2_pushwall - added my custom textures and materials to

Postby -{gdwg}-mooseD » 05.03.2012, 00:49

here are some screenshots - click on images to view full-size:


Image Image
Image Image
Image Image
Image Image
Image Image
Image Image

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:12, edited 1 time in total.
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TheMagnumman357
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Re: cw2_pushwall - added my custom textures and materials to

Postby TheMagnumman357 » 05.03.2012, 05:54

-{gdwg}-mooseD wrote:here are some screenshots - click on images to view full-size:


Image[/url]


I can tell you know what your doing. But, your level isn't finished. Its not about the graphics being bad, its that its mostly empty. If its a multiplayer level you need a lot of objects to be in the level, and it would only take 10 minutes to make the level look much better by just changing the tod, and ocean fog/color
"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ
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-{gdwg}-mooseD
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Re: cw2_pushwall - screenshots added

Postby -{gdwg}-mooseD » 05.03.2012, 07:18

i must admit, i use the same tod for every level i've made :rolleyes: :cheesy:
i know, it sucks.
also, i haven't explored stuff like ocean fog, etc.
i'm very weak in that regard.

My open world city mod "The DAY AFTER" viewtopic.php?f=308&t=80261

"The DAY AFTER" is friggin gorgeous!
visually compelling!
awesome work you got there.

have you produced any tutorials?

CW2_Pushwall Download
Last edited by -{gdwg}-mooseD on 13.03.2012, 17:14, edited 1 time in total.
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TheMagnumman357
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Re: cw2_pushwall - screenshots added

Postby TheMagnumman357 » 05.03.2012, 07:54

-{gdwg}-mooseD wrote:i must admit, i use the same tod for every level i've made :rolleyes: :cheesy:
i know, it sucks.
also, i haven't explored stuff like ocean fog, etc.
i'm very weak in that regard.

My open world city mod "The DAY AFTER" viewtopic.php?f=308&t=80261

"The DAY AFTER" is friggin gorgeous!
visually compelling!
awesome work you got there.

have you produced any tutorials?

I haven't produced tutorials, but I would be willing to help you on some things if you need it. Also thanks!
"The DAY AFTER" set in an open world Chicago and NY
Image

http://www.youtube.com/watch?feature=pl ... DOjN0mAfGQ


 
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