Forum posts

Posted 10 years ago2014-01-21 09:30:56 UTC
in Post your screenshots! WIP thread Post #317575
Posted 11 years ago2012-12-30 13:53:54 UTC
in Post your screenshots! WIP thread Post #311931
It's looking fairly professional. You should make some applications to companies, even for work xp type stuff. If it's what you want to do, don't give up on it. :)
Posted 11 years ago2012-12-30 13:13:40 UTC
in Post your screenshots! WIP thread Post #311929
Wow habboi, looks phenomenal. Very clean and crisp, great styling and wicked lighting. Genuinely impressed. :D
Posted 11 years ago2012-12-30 13:12:15 UTC
in Competition 33 Post #311927
DONE.

http://twhl.info/vault.php?map=5859

lol, the rush was because I am leaving on vacation. Enjoy.
Posted 11 years ago2012-12-25 13:47:32 UTC
in Competition 33 Post #311858
Mapping with cylinders = break source engine.
Posted 11 years ago2012-12-22 05:57:29 UTC
in Competition 33 Post #311781
User posted image

I don't even know what...
Posted 11 years ago2012-12-18 13:32:04 UTC
in Competition 33 Post #311624
Ninja Defuse: needs more floating.

Trempler: wow

so... the majority of two attempts deleted. My third attempt is shaping up nicely :D. I'm away after new year, so I guess I'll try submit before xmas.
Posted 11 years ago2012-12-14 02:56:44 UTC
in Competition 33 Post #311551
It's on Rimrook.
Posted 11 years ago2012-12-14 02:56:16 UTC
in Competition 33 Post #311550
In.
Posted 12 years ago2012-02-02 04:35:26 UTC
in Post your screenshots! WIP thread Post #303120
Yeah, tough one with lighting there. Try matching it to the texlight colour though (which is a light blue-ish colour)

Also: I'd add a small row of yellow lights to the dropped down area in the middle. Put it along the low wall with a prop model of a light. (There are several in tf2)
Posted 12 years ago2012-02-01 14:11:31 UTC
in Competition 32 Post #303103
Thanks Strid :)
Posted 12 years ago2012-02-01 02:01:51 UTC
in Post your screenshots! WIP thread Post #303087
Captain Terror. Try position the light_spot above the ground pointing down (but still within the boundaries of the walls/ceiling.)

Also: with your light entities, try setting them to a pale blue colour for brightness, and limiting the falloff a little bit.

Hope that helps.
Posted 12 years ago2012-02-01 01:39:27 UTC
in Competition 32 Post #303086
That looks really nice Moaby. Nicer than the original italy anyways :P.

Does anyone know the easiest way to make a realistic stain-glass effect texture like the one in lost coast?
Posted 12 years ago2012-01-31 12:50:32 UTC
in Post your screenshots! WIP thread Post #303072
Np Captain Terror, anytime :)

I agree with Archie and the others here, darken the lighting in the skybox a bit. (Since it's cs:s you can also chuck in a clouds model in your sky to have some moving clouds :) )
Posted 12 years ago2012-01-25 13:30:05 UTC
in Post your screenshots! WIP thread Post #302944
Heh, avoid texlights in source, they have their uses (Mainly behind complex architecture to create elaborate shadows), but generally can be replaced by lights or light_spots.

A couple of tricks:

Try a light spot facing down about a metre off the ground, and another one facing up from the ground, generally creates an alright effect.

Also, try using some 'light' entities about a two metres up, coming off some blue strip lights. (I think blue and green best suit your scene, with some yellow highlights.)

To tweak your 'light' entities be sure to check out the 50 percent and 0 percent falloff options. I often have '50 percent falloff' set to 70 or 100. I then set '0 percent falloff' to about 200.

Play around with those settings to get tighter lighting as opposed to lights that cover a very wide area.
Posted 12 years ago2012-01-18 02:41:58 UTC
in Post your screenshots! WIP thread Post #302814
All good suggestions. I think I may add a couple chimneys too.
Posted 12 years ago2012-01-17 13:33:22 UTC
in Post your screenshots! WIP thread Post #302797
lol ursorite
Posted 12 years ago2012-01-16 14:06:47 UTC
in Post your screenshots! WIP thread Post #302781
The Core does look quite interesting.

This is chugging along, it's lacking something at the moment though, not really up to my usual standards.
User posted image
Posted 12 years ago2012-01-12 14:54:55 UTC
in Competition 32 Post #302635
Indeed.
Posted 12 years ago2012-01-12 12:30:49 UTC
in Competition 32 Post #302633
Would it be considered cheating if I went back in time, made my map for CS, and then uploaded it now so that it qualifies for the compo?
Posted 12 years ago2012-01-10 04:58:56 UTC
in Competition 32 Post #302572
@Ninja defuse - Brushwork trim (func_detailed, hell of a pain to work with though yes)

@Archie - You were correct, hence you win this metaphorical star * sent to you over the interwebs.

P.s. Skals is win :D
Posted 12 years ago2012-01-06 15:33:37 UTC
in Competition 32 Post #302485
User posted image


Just kidding... it breaks all the compo rules. LOL
Posted 12 years ago2011-12-24 03:52:50 UTC
in Competition 32 Post #301958
I'm guessing we can change the gametype with the remake?

I.e. change AS_ to DE_, or DE_ to CS_
Posted 13 years ago2011-11-15 11:09:46 UTC
in Skyrim Post #300782
I agree with trapt, I kept expecting them to start explaining how to use all the new features, but it never happened. Like I stumbled upon the magic panel by mistake, and I still have no idea how to enchant items.

Overall it's fun so far, problem is I'm way too lazy to do any side-quests.
Posted 13 years ago2011-11-05 00:26:04 UTC
in Competition 31 Post #300488
haha, wow Rim, very nice. I have had no time to work on mine :(
Posted 13 years ago2011-10-12 09:10:08 UTC
in Competition 31 Post #299927
:nuts:

We are good at hijacking threads.
Posted 13 years ago2011-10-11 04:35:33 UTC
in Competition 31 Post #299894
How strange, I said the same thing to your mother last night trapt, but she just kept going.
Posted 13 years ago2011-10-10 04:42:34 UTC
in Competition 31 Post #299876
All good suggestions.
Posted 13 years ago2011-10-09 11:16:21 UTC
in Beautiful Arcades Post #299857
There is a dome tutorial, no idea where, try interlopers.

Displacements can do this fairly easily.

Also: Arch tool is your friend.
Posted 13 years ago2011-10-09 05:24:23 UTC
in Competition 31 Post #299850
My map makes no sense, how do you combine futuristic with industrial with sand and mining? In theory it works, in practice who knows.
Posted 13 years ago2011-10-05 12:05:18 UTC
in Competition 31 Post #299781
You realize many of the textures emit green smoke when shot? hahaha
Posted 13 years ago2011-10-01 12:19:03 UTC
in Competition 31 Post #299665
I've been ignoring the wood textures. Too difficult to integrate, although maybe I'll make a brushwork tree
Posted 13 years ago2011-09-28 10:42:05 UTC
in Competition 31 Post #299530
Be creative with them, that's the whole point. Railings for instance can just be made with the metal texture, which is what I've done :)
Posted 13 years ago2011-09-26 06:10:42 UTC
in Competition 31 Post #299427
:rly:

Oh well, will work something out.
Posted 13 years ago2011-09-26 05:04:34 UTC
in Competition 31 Post #299421
Do custom skies count as custom textures?
Posted 13 years ago2011-09-23 11:46:19 UTC
in Competition 31 Post #299314
lies.
Posted 13 years ago2011-09-22 08:44:31 UTC
in Competition 31 Post #299249
I'm in.
Posted 13 years ago2011-06-04 03:31:02 UTC
in Retro TWHL Post #295197
New compo? LOLOL very relevant to topic.
Posted 13 years ago2011-05-05 12:26:48 UTC
in Challenge: Pool Map Post #294298
I like the turtle.
Posted 13 years ago2011-04-04 09:41:14 UTC
in Competition 30 Post #292966
lol yeh, ran out of brushes, plus had no snow textures :(
Posted 13 years ago2011-04-04 06:41:42 UTC
in Competition 30 Post #292962
FINAL

Not much to it, but with only 30 brushes, what could I do? :P

User posted image


User posted image


User posted image
Posted 13 years ago2011-02-02 09:09:52 UTC
in The Future of TWHL Post #289950
The Whole Mapping Life

lol
Posted 13 years ago2011-01-31 07:17:00 UTC
in The Future of TWHL Post #289812
This seemed a bit inevitable with the lack of access you guys have to the site.

I still think a similar name would be needed to draw in people who wonder where the site has gone. Maybe TheWHL? or TheWHLife?

Then again if you want more engines etc that's a different matter altogether.
Posted 13 years ago2011-01-05 10:07:00 UTC
in Post your screenshots! WIP thread Post #288683
Just to add my two cents, it needs windows. (I assume there are some on the far wall, but most big buildings like that have windows on more than one wall)
Posted 13 years ago2010-12-17 23:45:35 UTC
in Competition 29 Post #288006
Running out of time :( Not sure if I have enough time for AI, damn.
Posted 13 years ago2010-12-08 23:43:52 UTC
in Competition 29 Post #287774
Luls, l4d2.

User posted image
Posted 14 years ago2010-10-05 03:59:44 UTC
in Competition 29 Voting Thread Post #286148
^ All of those sound good. Bring on the historical.
Posted 14 years ago2010-06-10 23:12:56 UTC
in Competition 28 Vote-O-Rama Post #281717
I vote for #16 Map a Dynamic Environment
Posted 15 years ago2009-06-27 22:41:02 UTC
in Urby's HL2 text RPG Post #268988
:o that was too fast, I suggest

A)Join the extras of Left4Dead2
B)Resurrect yourself with magic pixie dust
C)Lie there dead
D)Press the reload button and go to prison instead
Posted 15 years ago2009-06-20 09:55:41 UTC
in What do Australians think of... Post #268582
I don't really like the idea of a place pretending to be Australian and serving American style food :\ . Kinda weird. Then again I've seen worse I guess...

I agree with pepper on McDonald's. I find the same is true about subway though, the supposedly 'healthy fastfood'. It really smells bad for some reason, you can tell if someone's eaten there. I like good old fashioned restaurants :P. Better yet buy some pasta and cook it yourself, mmm... pasta...