Just wanted to make a quick update to let you know things are progressing nicely with DE. The lack of updates lately was due to me taking a month off over the Xmas period, but I have since been working hard towards getting you something nice to look at as a reward for hanging around. Anyway so as soon as the alpha build of the first level was completed I set straight to work on the second level. What you see here is pretty much only a few weeks work which is kind of exciting, now I have established a base set of textures and props I’m finding myself being a lot more productive! Anyway what you see here is the shipwreck from the first part of the level with added sand dunes and significantly larger ship wreck and debris as well as a small winding cliff path:





Please note this area is still an early WIP.
This was a particularly tough area to create. Most of my time was spent researching and developing the look of the sand dunes before I came up with something I was satisfied with. The ship was also a big challenge and something I think still needs work. However overall I’m pleased enough with how the area looks right now and will be moving on to the second half of the map.
That’s all for now, I will post an update when I have more to show!



















Stickboot, no. Not that I have seen and I’ve been playing custom and official source maps from basically the beginning of the engine.
Excellent Job Rob, once again simply fantastic. Nothing compares.
Absolutely brilliant as always! More update ! More !
Hi Boff, this is true, I saw it in action the other day, but unfortunately the Orangebox doesnt have that feature
I read something somewhere about the tree sway in l4d2 being a shader effect, something maybe your coder to look into for the grass? I would love to help out (and wish I could) but my coding is limited to the web branch
WOW
this is some of the best work with the source engine that i have ever seen !
i wish valve would put so much time and creativity into making there games (especially l4d 1 and 2, iam really sick of seeing hl2 and css standart stuff all around
)
P.S. the gras … are they sprites or models ?!
Unless you consider it special sauce, you should make a voiced over tutorial on strategies to achieve this kind of Terran in the source engine. Is there any comparable work from valve that achieves this level of quality?
Absolutely spectacular – but then I’m sure you already know that!
As for the ship, I suppose it dominates the area, but I don’t think that’s a bad thing – it works well as the focal point of the scene, and looks stunning.
May I ask how you achieved that beautiful “god ray” effect in the background? I can’t figure out whether the comms tower is part of the 3d or 2d skybox – it just blends in so nicely with the fog and cloud. Anyway, this is the closest thing to true perfection that I’ve ever seen in the Source engine, and it seems the consensus is universal on that one!
Cheers
Hi,
Nice work ! I really like the way you use the source engine.
Regards.
Thanks for the comments everyone!
Resin: I’ve experimented with Source’s grass sway, but as standard it looks pretty ugly however I might be able to tweak it later if my coder can find the time, otherwise it might have to remain static. The rest might be do-able
littlewilly91: Bunnyhopping has been disabled (and perhaps jumping) and there is a system in place to prevent any overlapping voice overs. There will also be subtitles available.
derektheviking: The issue I have with the boat is mainly the composition of it within the scene more than anything else, but it’s good enough for now i think!
–Rob
Looks so awesome! – I want to see video, a little bit of wind blowing that grass and the clouds with matched audio and maybe shifting lighting, and the sounds of the waves. This looks really terrific.
Cool stuff! The original seems to have a different charm to me, you have to use your imagination more. And I prefer the quality of the light in the original, but maybe it’s just because that’s how I played through it and so that’s how I’ll always think of it.
But then I see the classy close-ups and the boat, and I think it’ll definetly be the best way for newcomers to play.
What are you doing about the issue where if you find your way quick enough you hear more than one sample of voice at once?
And what about the bunnyhopping?
This is so amazing, I just took 5 minutes to register to say so. Are you going to be charging for this?
Breathtaking, Eye wateringly beautifully depressing – makes me long after my child hood walking the dog on the sand-dunes.
Fantastic! Those dunes are absolutely perfect. I know that some people have been asking for the trees to be re-introduced, but this, for me, is far closer to how I see the Hebrides – far too windy for anything as grand as a tree!
As for the boat – well, I’ve been trying to think what any of the issues might be. Under close scrutiny, the bow doesn’t seem to have much in the way of a bulwark, which makes the edges of the deck seem slightly odd, but it isn’t hugely noticeable. Judging by the rust, how intact the rails are, the retention of colour in the life rings, and the lack of bird nesting activity, it doesn’t seem to have been there very long – but that’s all internally consistent. All in all, whatever problems you’re having with it, it doesn’t look far off to me!
Your dedication and perfection is very inspiring, I can’t wait to see more of it.
Utterly beautiful! The textures and depth of field are spectacular. Keep up the outrageously good work!
What shall I say,
I guess I’ll even tell my grandchildren about the work you’ve done.
Absolutely fantastic.
You’re such an inspiration man.
Amazing that veg is on source, 5 stars man, congratulations and keep up.
Absolutely stunning! This is coming together all too well!
Keep up the great work, I’m going to fetch a cloth to wipe up my drool.
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