Post your screenshots! WIP thread Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 17 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 16 years ago2008-10-27 14:23:41 UTC Post #257770
If the r_speeds allow it, ill add some more detail to them. But really, its a hallway to connect each individual labs, most detail goes into the labs, not the hallways.
Posted 16 years ago2008-10-28 17:02:33 UTC Post #257820
CS_Market_Assault

User posted image
User posted image


Ummm....... well .. yeah . This is my modification for cs_assault . I think i want to work a little at it after the compo ...
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-28 17:12:43 UTC Post #257822
That bridge or whatever it is at the bottom left looks really bad.
I think you can make that map look good when it's finished.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-28 17:23:27 UTC Post #257823
The main problem with this assault is that whatever building you see, you can enter it. Unlike other assault modifications, my modification has lots of cool places ...

I had to delete a part of the map . A big part of the map. And this only because the r_speeds were high in that area and the compilation time was more than 4 hours. Furthermore, I will have to use the -sparse command and bevel texture. I hit the maximum patches limit.
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-28 18:48:49 UTC Post #257827
What is it with people redesigning cs_assault. Its got to be the worst map in CS and often the remakes are worse. Why not just make a new map from scratch?
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-10-28 19:38:10 UTC Post #257832
Honestly I liked the Valve Source remake of Assault
Posted 16 years ago2008-10-28 19:40:13 UTC Post #257833
cs_assault. Its got to be the worst map in CS
GTFO
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-28 19:57:59 UTC Post #257837
@s3izure, that had been in since the betas of source ....
Posted 16 years ago2008-10-28 20:15:57 UTC Post #257838
I don't want to pick on a mapper for mapping what they want, but honestly redesigned CS maps have to be the lamest kind out there. Seriously, Get some inspiration, nobody even plays all these low quality clone maps.
Posted 16 years ago2008-10-28 20:17:54 UTC Post #257839
It's a bit lame to redesign maps, yes.
nobody even plays all these low quality clone maps.
Not true, there are some assault maps still being played.
Oskar Potatis Oskar Potatis🦔
Posted 16 years ago2008-10-28 20:39:42 UTC Post #257840
Of course there are, people put them on their servers for unexplainable reasons, and then they get automatically downloaded. Same reason people have these "fy" and "surf" maps.

But anyway, regarding Muzzleflash's map, there's still not enough contrast. There need to be areas that are dark and unlit. You can't just put lights everywhere like that, it's really boring. You need to have dark spots, and I'm not just talking about slight variation in light intensity. Pick a medium length hallway and kill most of the lights in it. Compile it, and see what an amazing difference it makes when you can't see anything in that spot. Maybe try some different colors, too.
Posted 16 years ago2008-10-28 21:35:58 UTC Post #257844
redesigned CS maps have to be the lamest kind out there
Not true. Surf maps are pretty high, if not the very tippy-top of the lame list.

I always wanted to make a cs_assault clone just to see if i could do it (when i first started mapping) I would still like to do it, but i have lots of other stuff i want to do more, first ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-10-28 22:36:23 UTC Post #257846
Well I have slightly more respect for those because they're actually original work... and it does take vertex manipulation.
Posted 16 years ago2008-10-28 22:43:53 UTC Post #257847
come come now let's be frank: uh they are giant skyboxed things with rectangular platforms and retarded textures... As far as the VM and the neat counters in those, i'm guessing it's copypasta (though i must admit i never actually looked at surf geometry to see how intricate it was...)

my poop is origianl every time too ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-10-29 02:28:15 UTC Post #257848
Well since this is still a screenshots thread, here's some updated screens of that map I was working on.
User posted image
User posted image
User posted image
User posted image
That last one's way way way too bright.
Posted 16 years ago2008-10-29 03:17:10 UTC Post #257850
Nice stuff sorry, looks promising! Is this going to be MP?

Muzz, looks pretty damn sexy!
Posted 16 years ago2008-10-29 04:18:17 UTC Post #257852
Nah, it's for a single player map pack I'm working on. But we know how those go. :roll:

Since I've got so many other things begging for my attention right now, I'm hoping that will allow me to pace myself instead of rushing in and getting burnt out after mapping for three weeks straight. I've actually found that when I'm not constantly thinking about it, ideas start popping into my head... I don't have to force myself.
Posted 16 years ago2008-10-29 05:45:19 UTC Post #257854
Still focussing on lighting I see. Its looking awesome.
monster_urby monster_urbyGoldsourcerer
Posted 16 years ago2008-10-29 05:48:02 UTC Post #257855
Those areas look great! They make me think of a damp, dreary, basement maintenance area or something. Very Half-lifey.

One thing though, in the first picture, the texture on the inside of that fan tube contrasts too much with the smooth texture of the ceiling, it looks out of place to me, but that's just my opinion.

I also like your pictures Muzz, but i agree that the lighting needs to be broken up a little bit. Right now it looks like some corporate lab where the people are not allowed to have personalities. Maybe that's the kind of look your going for though. If it is, then perhaps have the lights destroyable? so that in battle, the lighting would change for a more dynamic experience. Let me know what you think.
Posted 16 years ago2008-10-29 07:56:23 UTC Post #257858
Spotlight is your friend.. thats the mainly used entity of game designers.
Normal pointlights should only be used to create a bounce light effect. it can also be used for lightbulbs in a tunnel, but thats it.. A lightbulb has a 360 degree radius at with light travels in. This however is pretty much never true when it comes to the real world unless you have a lampshade etc... So yep, just a useful tip to everyone. A spotlight you can adjust the radius, and drop off. Keep that in mind! :)
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 16 years ago2008-10-29 08:05:57 UTC Post #257859
srry , that looks pretty interesting . One thing I want to comment about , though .
I'm thinking of you as an advanced mapper , and I see a 90* pipe corner in your last screen :quizzical:
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-10-29 09:13:19 UTC Post #257860
Right now it looks like some corporate lab where the people are not allowed to have personalities.
...What? Explain that.
Are you saying it needs more shadows?
Posted 16 years ago2008-10-29 14:11:26 UTC Post #257864
so, today I tried my hand at speedpainting again.. here it is.. Its not finished yet only had 45min.. to do it toaday..

http://mikeverret.com/speedpainting/facewip.jpg

Update: ..meh.. whatever..
http://mikeverret.com/speedpainting/facewip2.jpg
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 16 years ago2008-10-29 14:41:12 UTC Post #257871
Nice stuff Unbreakable!

On your light position. Do you realize how many point lights are used in UT3? DM_DECK already has a few hundred of them. Not that i counted them, but its amazing to see how they use it to have a fine control over the lighning.
Posted 16 years ago2008-10-29 15:37:33 UTC Post #257873
...What? Explain that.
Are you saying it needs more shadows?
The lighting is a little repetitive to me, It would get boring to me very quickly, that's why I suggested breakable lights, just to break up the monotony of the lighting.

That's just my opinion though. I know for a fact I am definitely picky about lighting, and its always the thing I spend the most time on in my maps.
Posted 16 years ago2008-10-29 16:17:54 UTC Post #257875
The lighting is a little repetitive to me, It would get boring to me very quickly, that's why I suggested breakable lights, just to break up the monotony of the lighting.
What else can you expect in a laboratory type environment? Plus, making the lights breakable is something that you do in singleplayer maps, this is HLDM map, so no, im not making the lights breakable (i would hit the "Too many direct light styles on a face" warning in no time.
Posted 16 years ago2008-10-29 17:00:18 UTC Post #257876
lol i taught muzz had no limits. i was proven wrong
Skals SkalsLevel Designer
Posted 16 years ago2008-10-29 17:13:31 UTC Post #257877
I think the lightning looks fine!
Posted 16 years ago2008-10-29 17:28:20 UTC Post #257879
Urbanebula: that looks outstanding, esp for Goldsource. I've always wanted to to regular residential myself, or like a midtown apartment complex, but i've never fsr.

S3IZURE: those screens look quite nice.

Muzz: excellent and clean as per usual... neat to see your still modding goldsource! = )

srry: Looks quite nice and again nice to see people still modding goldsource(that is, if you do and you're still working on it). I would bitch about the original textures but it looks good.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 16 years ago2008-10-29 18:22:04 UTC Post #257880
Thanks all.

And pepper, i have no lightning in my map. I do have some lasers, though.

:D
Posted 16 years ago2008-11-01 16:31:45 UTC Post #257994
I'm thinking of you as an advanced mapper , and I see a 90* pipe corner in your last screen
Uh... yeah about that, I never had a problem with 90 degree pipe corners personally. I guess a lot of people don't like them for some reason, but I don't really find them that unrealistic. In fact, I hardly ever see pipes in real life that have a nice smooth curve to them around a corner.

Also, I haven't mapped anything substantial in at least ten months I believe. Any conceptions of me as a highly advanced mapper should probably be diffused for now. :P

But hey, mapping is like riding a bike, you can never truly forget how to do it.
Posted 16 years ago2008-11-01 17:03:21 UTC Post #257995
Srry, put some trim on those concrete doorways. Jack up the edge count on those circles too, 8 sides looks horrible on something that big.
Posted 16 years ago2008-11-01 18:22:20 UTC Post #257998
Yup, done.
Posted 16 years ago2008-11-03 04:36:29 UTC Post #258072
So I changed up the lighting a bit :P
User posted image
Posted 16 years ago2008-11-03 12:10:45 UTC Post #258089
I love visiting old buildings for inspiration.
User posted image
User posted image
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-11-03 12:26:27 UTC Post #258090
Dude, thats looks awesome! Can't wait to some textured ingame shots, or even better, a compiled bsp! :D

What is it? Some underground bunker or something?
Posted 16 years ago2008-11-03 12:32:54 UTC Post #258091
it's actually the castle where I've just spent the last five days. My cousin had his wedding there. One of those quaint little places at the south of England that nobody knows about.

And thanks! :^_^:
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-11-03 13:36:29 UTC Post #258092
Holy jumping mother o'God in a side-car with chocolate jimmies and a lobster bib!

Oh, and what Muzz said.
Daubster DaubsterVault Dweller
Posted 16 years ago2008-11-03 14:10:30 UTC Post #258093
Posted 16 years ago2008-11-03 14:12:53 UTC Post #258094
pwn, but i couldn't actually figure out what the red things were.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-11-03 14:40:08 UTC Post #258095
Thats the beam thats triggers either nothing, or the invisible func_button that triggers the stuff on the table. :)
In the final version the random event generator entities will be placed somewhere where the player cannot see them.
Posted 16 years ago2008-11-03 14:53:00 UTC Post #258096
The Hunter , how did you do that ? :o Did you took quarters of a dome and combine them ? I can actually see that you used the arch tool (or that isn't made in hammer 3.5\4.1 ? )
Striker StrikerI forgot to check the oil pressure
Posted 16 years ago2008-11-03 15:41:12 UTC Post #258098
I dont think he used a dome, i think he used a cylinder or a mold to move the brushes around.
Posted 16 years ago2008-11-03 20:22:20 UTC Post #258101
it's actually just two arches, one that is still visible, and the other much wider that actually makes up the ceiling then VM'd into shape.

Edit:

That's just for one side of the collumn, obviously :P then it was just a mass duplication
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-11-03 21:21:27 UTC Post #258102
Awesome work. Architecture tests are my second favourite type of mapping work, try to guess my first!
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-11-03 21:25:32 UTC Post #258103
TF2 mapping! or at least I wish it was...
Penguinboy PenguinboyHaha, I died again!
Posted 16 years ago2008-11-03 22:44:09 UTC Post #258106
That's my least favourite. ;)

Edit: no wait, that would be Portal mapping, TF2 is second least favourite!
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-11-04 05:33:25 UTC Post #258108
Would it be entity tests perchance? Mister water light reflection (can't remember the name) and Mister sniper rifle agree with this theory.
Archie ArchieGoodbye Moonmen
Posted 16 years ago2008-11-04 05:43:56 UTC Post #258110
DING DING DING DING DING
You are correct sir!


You win: nothing.
Strider StriderTuned to a dead channel.
Posted 16 years ago2008-11-06 13:31:32 UTC Post #258220
User posted image
Is this looking good a little ?
Striker StrikerI forgot to check the oil pressure
You must be logged in to post a response.