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Forums > Maps and Mods

06 Nov 16, 20:51
By Trempler
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Member
Nice work as allways andrew grin - :D
06 Nov 16, 20:52
By Trempler
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Member
Nice work as allways Highlander grin - :D sry for double post !
11 Nov 16, 18:38
By Admer456
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Member
I continued working on my Sven Co-op map pack "Sandstorm". It's doing very well ever since the update that fixed the enormous lag on OpenGL.





And here's one of the much older screenshots:



This is pretty much the basic setup behind it:



And, yes, I used teleporting func_trains for that one. It's the 2nd level, sandstorm1
11 Nov 16, 20:23
By JeffMOD
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Call 141.12
I do love the teleporting func_trains method.
I don't suppose sven-coop has fog? Could maybe use some of that to simulate a/the sandstorm and mask the draw-distance point (unless that's just where your skybox bounds are?)
12 Nov 16, 19:05
By Admer456
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Member
Well, they ARE the skybox bounds, because I increased the view distance to 8096. Also, the func_trains look like they "pop up" when they teleport. In Software mode, they used to be visually blocked by the sky brushes, because I created another sky room.
Apparently, entities behind sky brushes are displayed even though they should not.

Actually, I can use sprites to simulate fog. I think fog isn't a thing in Sven Co-op, HOWEVER, I can use sprites with the following:

- Render Mode: Texture
- Render Amount: 100 (defines the density)
- Render Color: 255 200 128 (let's give it a sandy colour)
- Filename: sprites/wep_smoke_01.spr
- Scale: 2 to 10 (varies from each "particle")

I also added 10 same sprites with the Glow render mode, and they look cool.


(look up, it looks like a white blob)
The glow sprites disappear when you're far away, and shine when you're very close. So it makes a wonderful extra smoke effect.



EDIT: Yes, it's 640x480. I don't have a high-end card like the GTX 1080, but rather an iGPU which is worse than Intel HD Graphics.
12 Nov 16, 19:33
By Solokiller
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Member
Fog is partially functional in Sven Co-op, see this for more information: https://sites.google.com/site/svenmanor/ent
guide/env_fog
12 Nov 16, 20:51
By Admer456
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Member
@Solokiller
Thanks, but it apparently won't work well with my truck. It's because the camo net has Render Mode set to Solid. And it says that entities with Render Mode other than Normal won't be affected.

But I will still use it on the second map, with the osprey ride.

"How do you like the sandstorm here, fellas?" - Sgt. Belly in sc_sandstorm0.
13 Nov 16, 09:09
By Dr. Orange
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Member
@Admer456 Are you going to have Darude - Sandstorm play on a loop in the background?
13 Nov 16, 10:39
By Admer456
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Member
@Dr. Orange
Good idea, but not exactly where I plan to insert it.

Darude - Sandstorm will be in the credits and a cinematic cutscene,
Foghat - Slow Ride will be in the osprey ride,
and for the rest, I'll make my own, probably. That includes:

- The hill defense
- The jeep ride
- Other parts and sequences
- The ending sequence
13 Nov 16, 17:17
By Dallas
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Member
For the osprey ride, how about have another helicopter or 2 flying along in formation in a spot such that they cover up the draw distance/skybox cutoff point?
13 Nov 16, 18:11
By Admer456
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Member
@Dallas
It wouldn't work, because the players can move around freely and I don't want to freeze them in a spot unhappy - :(

Hmm, but then I would have to control the players even more, because these rushers can go out everywhere. When the osprey's tail explodes, you can actually get out through the window on the osprey's top.

Still, fog is my #1 option.
19 Nov 16, 18:34
By Highlander
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Member
A friend of mine requested a model-based func_tracktrain, and also a way to tie the view to attachments on a model-based entity. This is the current result:
https://www.youtube.com/watch?v=DzGthPB2Ds
0&feature=youtu.be


Next up will be to make it possible to tie monster_generic entities to the car, so they can be animated by scripted_sequences, and talk.
03 Dec 16, 17:10
By Dr. Orange
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Member
Some Work in Progress screenshots of my entry to the new competition. See if you can figure out what it is!




03 Dec 16, 20:50
By zeeba-G
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3D
Nice! Glad to see wip's.
03 Dec 16, 21:45
By Admer456
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Member
Oh, isn't that Water Hazard from Half-Life 2?
Well done smile - :)
03 Dec 16, 22:19
By Jessie
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Ladytype
Don't let the water fool you - the competition only covers HL1 maps as originals tongue - :P With that in mind, it kinda looks like the Surface Tension map where you start in the pipes and canal before coming up to fight the tank and a bunch of grunts. But only kinda.
03 Dec 16, 22:36
By Dr. Orange
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Member
It's not Surface Tension, keep guessing smile - :)
Either way, here's an in-Hammer overview that doesn't show a lot.

Also, spoiler: if you didn't like Water Hazard in Half-Life 2, you probably won't like it... Hope you like airboating :p
04 Dec 16, 01:52
By Strider
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Tuned to a dead channel.
The filenames give it away! It's On A Rail. The first screenshot is the junction where you have to move the claw.

Nice idea!
04 Dec 16, 04:46
By Unq
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Member
Very cool, I thought it was Residue Processing for a moment. I actually hate Residue Processing so I'm glad it's On A Rail. smile - :)
04 Dec 16, 08:30
By Highlander
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Member
Dr. Orange:
Damn, if the layout didn't give it away, then the dead end at the south should've been a dead giveaway. Looks great so far, I'll be interested in seeing how the final level will look like.

I've been turning this horrific piece of concept art:


Into even worse reality:




6038k polys and 3059 verts so far. The head still needs work, and so do the UVs, but it's still very early. The biggest challenge will be to get the head texture right.
04 Dec 16, 10:57
By Loulimi
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Member
Nice head! Is it for Goldsource?
04 Dec 16, 11:10
By Highlander
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Member
Thanks! Yeah it's for GoldSource.

I'll need to edit the texture for the head. He's supposed to have bloodshot eyes, really messy hair, and really pale, sickly-reddish skin. Overall he's supposed to look like hell, which he doesn't right now.
17 Dec 16, 01:21
By Cd5ssmffan
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Member
I've just started on a new CS map, here's how it looks in the editor: http://imgur.com/Ksram15

Top view:
http://imgur.com/WBYtV0P

Any suggestions? I don't have a definitive plan or layout, I'm just making stuff randomly for now
17 Dec 16, 07:29
By Admer456
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Member
Hmm, from what I see, this is a perfect setting for a harbour, or a bay.
I don't have suggestions other than placing crates and ladders on some spots.
Maybe you could add some shelves somewhere and a couple of buckets, along with a static forklift.

Also, since you're using Imgur, you can go into your account's images, and click on any image. Now, you'll see embedding options. Select Large Thumbnail, copy the BBCode, and paste it here.
17 Dec 16, 13:48
By Cd5ssmffan
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Member
I've got it. Thanks.
17 Dec 16, 16:46
By hfc
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Member
oh tread for wips nice i was uploading them to show my wips. its nice smile - :)

its a concept map, im working on.

i know its blocky, empty and wall sizes are bad. but it is much about concepting. ill add crates, barrels and stuff.

idea: minimalist hardcore cs map, distinctive colors.

first time embeding a screen hope did right smile - :)



Fixed your embedded image - Mod
17 Dec 16, 17:36
By UrbaNebula
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Entirely brush based
I dunno if it's the texture, or if you're mapping off grid, but that tile floor really upsets my OCD
17 Dec 16, 18:11
By hfc
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Member
its 48*48 modified original half-life tile smile - :) placed on 64X units thick walls grin - :D and also not alligned one brush texture to another grin - :D i was hoping nobody will notice but you noticed grin - :D

im gonna scrap it and remake new and more spectacular map grin - :D

main reason of making this concept map was thinking and experimenting on color concept grin - :D
22 Dec 16, 09:28
By sample vodka
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Member
Making an artic map ^^
23 Dec 16, 05:46
By Crypt
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120% sorry!
Quote:
i was hoping nobody will notice but you noticed

You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.

On a note of my own, I'm pulling an old project out of stasis to continue working on not only my level design, but texture and 3D art skills as well. It may feel a little familiar.




23 Dec 16, 10:48
By Dr. Orange
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Member
@Crypt That looks great. Is it for the current competition or just an independent project? Looks good anyway!
23 Dec 16, 13:22
By Instant Mix
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Horton hears a who?
Certainly looks a lot like office complex whatever it is; last screenshot seems like the area where Barney gets ambushed by a zombie, and the office filled with electrified water.. well, self explanatory.
23 Dec 16, 14:17
By Crypt
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120% sorry!
Thankies, Orange! And yep, it's OC, obviously. It's not for the compo, though. Don't have enough time to push out anything that quickly, unfortunately, even though I desperately wanted to do something Crossfire-related for this one (or partake at all).
23 Dec 16, 15:02
By hfc
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Member
Quote:
Quote:
i was hoping nobody will notice but you noticed
You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.
yes grin - :D poor me grin - :D i was thinking "people concentrate to my concept so they wont notice flaws, so im gonna upload without fixing it yet"

obviously there is not enough concept details to make people concentrate, just plain walls grin - :D but my mistake i didnt think at the first time "its not yet detailed much so flaws will be noticed instantaneous." grin - :D

thanl you guys, your critics are good for a rookies like me, i didnt even notice some flaws without you smile - :)

im continuing to develop mapping skills grin - :D im planning to give lots of details to this map, i wont let this concept die grin - :D

i didnt recognize these first 2 pictures but it seems office complex, first i thought its for somekind enhanced goldsource but after examining, its for source(lol grin - :D). goodluck on it.
28 Dec 16, 18:28
By TJB
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Member
Been messing around with Blender to try and copy an electron microscope image of a record player stylus.

I wouldn't be happy with it normally, but I'm not too invested in this. I actually only started it to test an idea I had for how to convert waveforms into heightmaps, a technique which I used to make the record grooves in the image.
I also added some chromatic aberration, mainly to see if I could make it look realistic enough. I'll just ask everyone to ignore the fact that it wouldn't appear in an electron microscope image.

And Crypt, those are some sexy looking screenshots.
08 Jan 17, 14:57
By Admer456
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Member
This is my first "serious" mapping project. It's a competitive de_ map for the more general audience (pub servers =3). If not public servers, then at least one clan will accept it (I'm making the map for them):





Therefore, it won't contain breakable stuff, vehicles etc. Just a plain, classic CS 1.6 map with 2 bombspots.
When I finish the de_ version, I will make the fun_ version which will contain breakable stuff, barrels, pushable boxes, vehicles, mounted machine-guns, and so on...

The map itself is basically a mix of de_storm, de_cbble (1.6 and CS:GO's Cbble), and de_forge. Storm's aesthetics and visual style, and the layout is a mix between Cbble, Forge and my own planning.

Also:

Hehehe... the power of J.A.C.K too cool - :cool:
09 Jan 17, 14:38
By Archie
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My Empire of Dirt
Looks cool. Could use a bit more visual contrast and focal points, imo. Some varied lighting would really help.
09 Jan 17, 15:51
By Admer456
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Member
So, I need a less-intense ambient light, and stronger street lamps. OK =3
Best of all, I might get paid for this map grin - :D
09 Jan 17, 17:42
By Yashka
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Member
Grabbed the textures from Heretic II and decided to experiment a little. grin - :D Only the lantern sprite and the skybox aren't from there.
09 Jan 17, 19:55
By UrbaNebula
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Entirely brush based
Quote:
Grabbed the textures from Heretic II and decided to experiment a little

I'll take your word for it. I can't see shit in that screenshot. Haha.
09 Jan 17, 20:59
By Yashka
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Member
Quote:
I'll take your word for it. I can't see shit in that screenshot. Haha.


Dang, I knew I overdid the whole night lighting. <_>
This should be better.
09 Jan 17, 23:07
By Admer456
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Member
It looks like our maps share a few aesthetic features =)
Medieval-styled, brown, and cold, really cold. Like, -5C cold. It's also night time. Maybe a coincidence? I don't know tongue - :P

Message for everybody:
Now, someone told me not to use =3. I thought it's an alternative for :3. So, if you see a =3 in my posts, don't think that it's a... I don't want to say it.
12 Jan 17, 00:01
By UrbaNebula
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Entirely brush based
=3 is fine, as long as you don't include the 'c'

Posting c=3 is totally unacceptable and will not be tolerated.

...awww shit

@Yashka, that looks pretty damn nice. The first screenshot isn't actually too bad in terms of lighting. I guess my office screen is slightly darker. tongue - :P
12 Jan 17, 02:13
By DiscoStu
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Member
I have never encountered the above string. Except... hmmm...

18 = 5c + 3

Find c.

(To remain on topic, no, I can barely see anything in the first screenshot, the second one is definitely better)
12 Jan 17, 11:57
By Admer456
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Member
Update on my map:
The Ts can get to site B quicker than CTs.

So, I was too lazy to change the layout, and I punched a hole in the wall.

I, hopefully, balanced the layout now =3

@Urby
I believe that my physics teacher wrote that on the blackboard once, in 8th grade.
c stood for specific thermal capacity and its value was 3. But also, the unit for c is J/kgK so I don't think anyone noticed the mature joke, lol.
12 Jan 17, 21:13
By Highlander
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Member
I implemented Source-like facial animations into my model format, and later it'll be coded properly in the game as well. It was fun as hell to work on.

And now the obligatory perv faces.



Also did the face on the fucked up bloated guy.


Yashka:
I really love the lighting in this map, nice warm colors mixed with dark. The lighting in the second picture is definitely better than the first.

Admer:
I like the level so far, but maybe I would add some railings around the edges. It would add a bit more detail to it. Also maybe some more variety with the light colors could add to it. You could have some whites, not just yellow/orange.
14 Jan 17, 14:33
By Admer456
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Member
Hmm, I added some blue lights:



How about that?
And, wow. I get rekt by bots, on easy! I'm normally OK, but this map is really bot-friendly.
14 Jan 17, 19:14
By Dallas
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Member
Scripting a thing - its become... complicated wink-wink - ;)

14 Jan 17, 23:45
By Admer456
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Member
I love entity scripting <3
I've made: sc_sandstorm's osprey ride, sc_sandstorm's truck ride, sc_junglemission's jeep ride, project_action's car ride, ts_untergrund's projector, a laser bridge, my school map's post-explosion camera sequence, coop_action's explosion sequence, and so on...

Yeah, it's fun until it gets complicated :/
15 Jan 17, 21:59
By Admer456
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Member
I have some more content. I've finished the secret rooms grin - :D
And I've sparked some details on the wall:


Precisely, on the wall's remains, lol. I hope the image isn't too big in terms of resolution, because I'm posting this from my phone.
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