Forum posts

Posted 6 years ago2017-08-23 01:47:14 UTC
in Post your screenshots! WIP thread Post #337000
Posted 6 years ago2017-08-22 02:23:03 UTC
in Post your screenshots! WIP thread Post #336990
uh oh, he's at it again...
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Posted 6 years ago2017-08-20 06:37:52 UTC
in Post your screenshots! WIP thread Post #336941
I need to learn to leave things alone.
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@Instant Mix -- I did end up redoing the reactor ambient but I'm keeping the VOX. I actually wanted it to be muffled and garbled since it plays globally.
Posted 6 years ago2017-08-16 14:20:49 UTC
in Post your screenshots! WIP thread Post #336912
https://www.youtube.com/watch?v=0mBqB_fpC4U

Using snarks to demonstrate the new electrocution effect in the core.
Posted 6 years ago2017-08-12 22:25:29 UTC
in Post your screenshots! WIP thread Post #336870
Redid the door panel textures. There's several different versions, this one is the malfunctioning version.
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Posted 6 years ago2017-08-07 11:32:38 UTC
in Post your screenshots! WIP thread Post #336767
Making more progress on texturing, I've almost completely replaced everything with ones I've made. Also brightened the map a little -- I want it to be dark and gloomy but not so dark people can't see each other.
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This map will have a lot of crawlspaces and hidey holes like DM_Fenrir, shown by that big fan room thing.
Posted 6 years ago2017-08-05 23:16:56 UTC
in Post your screenshots! WIP thread Post #336740
Decided to remake several of these textures from scratch so I can finally join the cool kid's club and stop relying on other peoples' textures.
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Posted 6 years ago2017-07-31 23:29:47 UTC
in Post your screenshots! WIP thread Post #336625
func_rotating with zhlt_usemodel for cycle sky sphere, right? Or you use xashxt moveswith-system for env_model? Playable room with whole null texture brushes?
probably just centered the map since origin-less brushes use 0,0,0 as their origin
Posted 6 years ago2017-07-31 22:40:46 UTC
in Post your screenshots! WIP thread Post #336622
My biggest weakness is layouts, because I never plan anything. Maps just happen. That said, I scrapped what I had done for the new layout of that map since it was turning into the same thing (big donut with no verticality) and started anew. Probably gonna call it DM_Criticality.
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also I have an unhealthy obsession with fan shadows: https://www.youtube.com/watch?v=YufrTgjInCQ
Posted 6 years ago2017-07-24 19:31:44 UTC
in Post your screenshots! WIP thread Post #336310
I'M NOT DEAD, I DON'T WANT TO GO ON THE CART

So apparently I somehow won first place in C34... not sure how mine is better than Archie's but whatever. Thank you.

Also, been screwing with other maps again. Can't decide on a layout for DM_Subterrane (I've literally restarted half a dozen times) so I'm putting that on hold.

I decided I really disliked the layout in DM_Powerstruggle, so I took the core and a couple other pieces and am rebuilding from there, and incorporating the type of maintenance passages seen in DM_Fenrir.
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Posted 6 years ago2017-05-02 21:21:03 UTC
in Post your screenshots! WIP thread Post #334723
I haven't messed with Hammer in about a week. Been playing around in Minecraft instead.
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Posted 6 years ago2017-04-21 00:05:28 UTC
in Post your screenshots! WIP thread Post #334518
I get confused when people talk about 2000 wpolies being high in 2017. The Core hits 6000 regularly and it runs just fine on a budget laptop. Just how wooden are these PCs that you're limiting yourself so strictly on wpolies for?
I started doing it because a bunch of Eastern Europeans on Gamebanana were complaining that my maps ran like shit, and then I decided it was a neat challenge (not unlike restricting myself to stock assets).
Posted 7 years ago2017-04-19 00:15:46 UTC
in Post your screenshots! WIP thread Post #334488
Completely reworked the layout.
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Also redid the machinery in the generator room.
Posted 7 years ago2017-04-10 17:48:51 UTC
in Post your screenshots! WIP thread Post #334305
Thanks for the compliments all.

I'm working on adding more greebles and doodads. I added fan shadows in the hallways -- I blame Mr.P and his classic map "Snake" for my obsession with those.
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Posted 7 years ago2017-04-08 00:37:33 UTC
in Competition 34: HL Re-Imagined Post #334274
Posted 7 years ago2017-04-08 00:31:49 UTC
in Post your screenshots! WIP thread Post #334273
More progress on that Sublevels rehash. Probably gonna call it Subterrane. The released version of Sublevels is nothing like what I'd built and scrapped, there were huge gaping chasms and destroyed rail bridges and all sorts of crap. Subterrane is probably going to be closer to the original vision.
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uh oh, looks like lunchtime is cancelled...
Posted 7 years ago2017-04-02 20:22:48 UTC
in Post your screenshots! WIP thread Post #334212
@xawari yeah, which is why I called it a "reimagining". Doesn't even follow the same layout (which is great IMO because the original layout was just a bunch of open hallways)... Looks a bit like DM_Crystalline, although to be fair they all share the same inspiration -- Caverns 1 from Doom 3:
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Posted 7 years ago2017-04-02 18:42:29 UTC
in Post your screenshots! WIP thread Post #334210
Working on a reimagining of the first DM map I released.
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Compare to:
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Posted 7 years ago2017-03-28 10:55:00 UTC
in Post your screenshots! WIP thread Post #334132
@Trempler keeps nagging me to make a Xen map. I hate Xen textures and architecture though so you're gonna get this instead and you're gonna like it.
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Posted 7 years ago2017-03-21 21:03:11 UTC
in Post your screenshots! WIP thread Post #334074
been working on an On A Rail inspired DM map for a few days (get outta my head @Snehk)
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Posted 7 years ago2017-03-19 02:37:12 UTC
in Post your screenshots! WIP thread Post #334045
@DiscoStu
My only nitpick is that the signal lights are wrong* ;P
The signals do change. They switch to yellow first, then green, then switch back to red as the engine passes.
Posted 7 years ago2017-03-14 18:28:39 UTC
in Post your screenshots! WIP thread Post #333962
@Victor That is the first time I've seen somebody use func_train for an actual train.
technically it's 14 func_trains set to passable, with a ton of func_wall_toggle and trigger_hurt to maintain the illusion of running people over; if I simply relied on func_train collision detection they'd "stick" on people and get out of sync. It's split up because if they were all one brush entity it'd be longer than Hammer's max allowable dimensions.
Posted 7 years ago2017-03-13 21:04:33 UTC
in Post your screenshots! WIP thread Post #333941
Post your screenshots!
how about I post a video instead

https://www.youtube.com/watch?v=dousurwwElI
Posted 7 years ago2017-03-09 20:44:28 UTC
in Competition 34: HL Re-Imagined Post #333911
Well, there's mine done. Not expecting any real awards or anything and tbh could care less about the competition itself, since other far more talented people have already entered... I really just made this because I liked the idea.

Either way, here you go.
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http://twhl.info/vault.php?map=6176
Posted 7 years ago2017-03-06 03:31:05 UTC
in Competition 34: HL Re-Imagined Post #333878
Eh, sure, why the hell not. Throwing my hat into the ring with a DM map based on C2A5B using stock assets. I don't expect anything to come of it though.
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Posted 7 years ago2017-03-03 07:28:03 UTC
in Competition 34: HL Re-Imagined Post #333831
I actually have a few different aborted attempts at a Lambda Core DM remake lying around... dunno if I'd ever bother finishing one of them for this compo though.

...could also just be a lazy bastard and submit a map I threw together on a whim two months ago...