Forum posts

Posted 14 years ago2010-02-14 02:55:07 UTC
in Post your screenshots! WIP thread Post #278915
Hahahahaha :D
Posted 14 years ago2010-02-13 17:52:45 UTC
in Post your screenshots! WIP thread Post #278892
Crates are good for a consistent experience in competitive multiplayer games. I'm not trying to be the worlds most creative and innovative mapper here. It's an aim map. Gameplay first, aesthetics second.

I love all the beautiful SP maps you guys make... and the fantasy deathmatch levels that are always so stunning. But when it comes to Counter-Strike, there isn't that many options. Especially when it's "CSPromod" and the players are very much utilitarian when it comes to what's in a map. A lot of players think that the barrels and milk crates in CS:S do not belong in the game that really launched e-sports.

Pillars, Crates, Walls, Windows and Doors are predictable, and this is a good thing. Objects with straight edges and right angles (or 45 angles) lend themselves well to a game like Counter-Strike.

Certainly, I would not use crates as my primary source of cover in a full blown bomb/defuse map. Maybe when I'm done making maps for aim training then I'll continue my quest to make the ultimate London map. That, my friend, will definitely have no crates at all. Probably because I live in London and I've never seen an actual crate in my life. But these are the hanging gardens of csp_aim_babylon, and there's a plaque with my name on it, a button that plays music out of nowhere under the bridge (Babylon by Splash), and fuck of great floating sign in the sky. Oh and some crates...

Release: ||DOWNLOAD||
Posted 14 years ago2010-02-13 01:40:42 UTC
in Post your screenshots! WIP thread Post #278888
Heyguys!

Wooooow I just found this site after I forgot all about mapping for over a year!

I was working on this at the time (I found it only a few pages back):
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Which, sadly, never worked out. But now I have a computer that would literally fart all over my old one. I've gone from 10fps in software mode on GoldSrc... to 30fps in maxed out Crysis.

So now that CSPromod is out and about (check it at cspromod.com), I've been inspired back into mapping. I'm taking it slowly this time, making small aim maps. Here's what I'm just adding the finishing touch to now ($*&?ing overview won't work!!)...
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Posted 15 years ago2009-03-15 23:23:06 UTC
in Post your screenshots! WIP thread Post #264155
Why would you be running in software mode?
Chip Type: Intel(R) 82852/82855 Graphics Controller

I'm pushin a whole 10 fps in Direct 3D. OpenGL is a luxury I don't have. Sometimes you gotta go prehistoric.
Posted 15 years ago2009-03-14 12:46:13 UTC
in Post your screenshots! WIP thread Post #264134
Yeah I think I could really do with some heavy hint brush work. it seems quite complicated in an open air level. The maps just pretty much a square block of buildings. func_illusionaries go mad in software GFX...
Posted 15 years ago2009-03-12 23:10:00 UTC
in Post your screenshots! WIP thread Post #264098
Looks nice Tetsu0. Especially the lighting in the first shot. More of that Unreal glowing. Trademark effect!

Epic failure on my end I'm afraid. I over-estimated the power of GoldSrc. The map DID compile once I'd taken the vehicles out... But after it took 2 hours to do hlvis (with the cars it just crashed), the game gave some type of 'WTF TOO BIG' error.

So I'm starting again with drastic changes to my mapping methods. All but the low levels of the towers are super LO-FI. And now that I can compile I can test to see whether I'm reaching any limits. Thus far with 1 complete tower and 1 car... hlvis is very fast. Dis is gud no?
Posted 15 years ago2009-03-10 07:53:04 UTC
in Post your screenshots! WIP thread Post #264040
Not yet pepper... unlit!

Urby can you get models in Goldsrc? My 'built-for-Source' PC exploded a few years ago...
Posted 15 years ago2009-03-10 00:02:45 UTC
in Post your screenshots! WIP thread Post #264019
Ahhaa... That's what I don't know...
I've built it very cautiously. No leaks. Lots of func_illusionary and clip brushes (I've been reading the forums). I want to use HLFix to make sure all the cars stay plush too. They're the only objects that stray from the vertices and they're easily replaceable!

I'm either going to have to bring everything down to my mum's house and use the internet there or ask one of you guys to compile for me... Tetsu0.... :)
Posted 15 years ago2009-03-09 20:39:08 UTC
in Post your screenshots! WIP thread Post #264013
DUDES, CHECK IT OUT.
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WHO'S READY TO BETA TEST?
Posted 15 years ago2009-03-07 16:43:18 UTC
in The Free Texture Thread! Post #263927
Hey all. I've compiled a few really nice WADs for my upcoming de_ map set in London. These include:
  • Interior decor (wallpaper, carpets, rugs, borders)
  • Front doors
  • Roll up metal doors (for shop fronts and garages, e.t.c.)
  • Windows
  • A few random useful bits and bobs too!
How can I share them with you?

P.S. I'm also in need of some good quality car textures (front, back, top and sides). I have some, but they're very low resolution and sucky.

Map's coming along great by the way! Detailing and texturing is taking a long time. But that's only because I was inspired by you lot to make sure it is worthy of your gaze.
Posted 15 years ago2009-03-07 11:51:24 UTC
in Unreal Editor Post #263919
Just thinking about creating a map in reverse scares and disturbs me deeply.

How can you delete space!

I agree with Urby. UnrealEd is the devil.

EDIT:Reading on... I get it, but still - it's just wrong!
Posted 15 years ago2009-03-05 10:23:59 UTC
in Post your screenshots! WIP thread Post #263808
Beg a modeler for help!
Posted 15 years ago2009-03-04 07:40:00 UTC
in Post your screenshots! WIP thread Post #263731
It's a good idea about the transparent texture! But sadly, I can'nae be bothered to make it. I think it would even possibly look better than the what I have now. Because I apparently have to texture all that...

Currently working on texturing the building. It shouldn't take up too much resources if everything but the outside is NULL'd... right? I got some incredible windows from CG Textures!
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It makes that wall look embarrassing. (+ The top/bottom bordering are separate brushes). Only thing is that it's 256x?. Maybe a bit massive for purpose. Does that matter these days?

But yeah it would be cool to see some of those pics you're on about. The buildings on the left of the areal shot from the first set of images don't have a purpose yet!

Darkie: I know man... I went through the thread. Quite amazed/intimidated by the epic skill of people here.
Posted 15 years ago2009-03-03 10:03:15 UTC
in Dimentions Post #263648
Thanks all, this is some useful info.

I think the height of walls/ceilings is something interesting to play with. High ceilings are usually considered desirable and give a light airy feeling, whereas low ceilings are cheap and claustrophobic. Some variation never hurt. Maybe it's best to change ceiling height between rooms, hallways, e.t.c.

I'm thinking realism here, primarily.
Posted 15 years ago2009-03-02 23:28:39 UTC
in Post your screenshots! WIP thread Post #263620
This is the indoor market. Turned out pretty perrdy. I tried to keep all the planes perfectly aligned but that got a bit impossible so I got lazy. There's quite a lot of intersecting brushes and gaps (although invisible from the floor). What can I do to minimise the damage of these sloppy brush strokes? Turn them into func_wall's?
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Also this little underpass might look pretty nifty when tastefully lit...
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Plus this little lighting concept... flood lights that turn on at the start of every round?? To give a sports arena type feel.
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Posted 15 years ago2009-03-02 22:13:34 UTC
in Dimentions Post #263616
There's one thing in particular that used to bug me. When you want a wall instead of a railing, or anything that the player looks out of/over (like a window), it's really noticeable when the wall is too thick - you can't look down over the walls. Sure I could replace it with a railing and make it as thin as I liked - but I like walls. Brick walls. :)

At the moment I think all my walls are 16 units thick. If this is too much, I've got quite an epic adjustment task ahead of me which I'd like to get out of the way before I start adding crazy detail!!

I'm mapping for HL1 at the moment by the way, despite how much I want to map for source again (don't ask).
Posted 15 years ago2009-03-02 20:24:56 UTC
in Dimentions Post #263610
Hey all. I'm having nightmares about compiling my map to find that I've made doors 10 foot wide and railings/barriers as thick as the player.

What are the ideal, 'realistic' dimensions of everything?

Railings based on the stock Half-Life {RAIL1C texture:
32h - What thickness looks least blocky?

Doors based on an article I read:
64w 96h - This doesn't seem right!!!

Windows:
height from floor/ceiling? - Should they rest level with the tops of railings/barriers???

Are there significant differences between HL1 and HL2 scaling?
Posted 15 years ago2009-03-02 10:42:27 UTC
in Post your screenshots! WIP thread Post #263586
Thanks tetsu0! Give it until Friday and I'll have something playable. I may even get all the brushwork done today or tomorrow. In which case I'll post it here.
Posted 15 years ago2009-03-02 00:15:59 UTC
in Post your screenshots! WIP thread Post #263570
Nice, does it have a specific purpose or just for jokes?

I just started a map myself (why I signed up). I haven't mapped for years and I can't even run HL1 on my computer at the moment because of a crappy Uni connection! So if anyone would like to playtest my map, I certainly don't mind if you steal the .rmf and claim it as your own... I've just got quite a few decent ideas for small and intense de_ maps and want to see them made.

Set in a London council estate/ghetto.
12 story tower blocks,
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I will turn this square into a covered market (keeping the garages)
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The lower floors of the tower blocks have four 2 bedroom apartments (per floor) in them!
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...and I want to add vehicles, some of which explode (when shot in a very specific place) and some of which have alarms that go off when shot... I feel that will give the map a certain intensity.
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Any tips and/or questions welcomed! There's certainly a lot of trail and error I'm missing out on seeing as I can't compile or play the map...
Posted 15 years ago2009-03-01 13:02:30 UTC
in Post your screenshots! WIP thread Post #263526
The 2D views look bootiful, fold.

I'm new by the way. [1st post]