Check out Half-Life Re-imagined competition results!
Check out Skewing textures in Hammer, our newest tutorial!
Say hello to sakna, our newest member!

logo

Site Stuff

Reference

Maps

Community

ShoutBOX

Poll

Feeling Blue

What's your favourite shade of blue?

Azure

16

Cobalt

32

Turquoise

10

Cyan

11

Royal

10

Teal

3

Onliners

2 mins

Jessie

8 mins

Kachito

8 mins

SourceSkyBoxer

32 mins

The Mad Carrot

48 mins

Penguinboy

51 mins

Solokiller

1 hours

Archie

Affiliates

A gaming and technology blog by TWHL admins Penguinboy and Ant. A music blog by TWHL users Ant and Hugh.

wireframe

Map Vault > Unfinished Stuff

map screenshot

Ratings Disabled

[More Screenshots]

Avatar

By Jessie (See more)
19th September, 2015

Half-Life
350.04KB - RMF, BSP
926 views
125 downloads
6 comments

Last edited: 19th September, 2015

download

Me stuffing around with the wireframe style. Due to stupid, the "lines" are twice as thick as they should be. I have no intention of fixing it, because this was just a test.

Comments

avatar DiscoStu says: star star star star 19th September 2015, 07:06 AM
Trippy, low FPS. Good concept.
avatar Captain Terror says: 19th September 2015, 11:31 AM
Always wanted to do a proper Hammeworld map.

This concept would go a lot further in Source engine, terms of brush resources, 3D sky(for a crazy gridspace), & displacements. One downside being source aliases small brushes weirldly--or maybe this doesn't happen any more?

I'll check this out properly soon as I can, nice work doe :)
avatar Alberto309 says: 27th September 2015, 22:05 PM
@CapT: You mean the "Microbrush" warning?
avatar Captain Terror says: 28th September 2015, 07:36 AM
Just that it seems Source renders small brushes like a 1-unit-thick railing weirdly/buggily, i.e., it flashes/disappears as you move & rotate the camera. If that's the "microbrush warning", then yes :)
avatar Alberto309 says: 28th September 2015, 21:24 PM
Ah, then no. They just compile fine, though I don't know why the compile log points that thing out lol.

Silly CS:GO SDK...
avatar Striker says: 8th October 2015, 18:21 PM
Interesting. I tested it.

This would go well with a concept map where teams have a limited amount of time available to "see through" walls. Actually these would be toggled func_walls with a solid(bsp) transparent brush in their middle.
You must be logged in to comment.