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

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

Posted 15 years ago2009-11-16 10:33:36 UTC Post #275735
Holy shit...
What is this map and how have I not heard of it?
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-16 10:44:17 UTC Post #275736
I'm liking the look of this Strider.
Thanks. :>
Holy shit...
What is this map and how have I not heard of it?
It's a small thing I've been working on, testing out some big (hopefully unique) effects for G-Man scene. Only it doesn't go as you'd normally expect a G-Man scene to go...
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-11-16 10:47:20 UTC Post #275737
I need to get my Source on. :gak:
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-11-16 11:05:20 UTC Post #275738
So do most other people at TWHL ^_^
Penguinboy PenguinboyHaha, I died again!
Posted 15 years ago2009-11-16 12:26:32 UTC Post #275739
Loving that deformation/blurry effect behind Gman, Strider. Very nice. :o
Daubster DaubsterVault Dweller
Posted 15 years ago2009-11-16 12:44:56 UTC Post #275740
I can't see Striders second screenshot. If I click on the 'open in new window' link, it says I can't see it because of kiddie porn. That must be one weird map you have Strider... :zomg:
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-11-16 20:28:36 UTC Post #275756
it says I can't see it because of kiddie porn
What. :zomg:
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-11-16 20:32:21 UTC Post #275757
His ISP/browser/network is blocking it because it thinks G-man is child pornography. :\
Notewell NotewellGIASFELFEBREHBER
Posted 15 years ago2009-11-16 20:55:59 UTC Post #275758
No no no guys, you don't understand. He has been blocked from most websites due to the abundance of kiddie porn he has been browsing in the past.
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-11-16 22:39:25 UTC Post #275761
Ironically, the ones I'm not blocked from are the ones with the kiddie porn. Which makes you wonder, how can I get on to TWHL?

But seriously, I get a message saying that it's blocked by my ISP "to obstruct the use of the mobile environment by individuals or organisations wishing to consume or profit from child sexual abuse content"
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 15 years ago2009-11-17 02:49:01 UTC Post #275766
the ones I'm not blocked from are the ones with the kiddie porn.
You checked??
Jessie JessieTrans Rights <3
Posted 15 years ago2009-11-17 09:05:54 UTC Post #275775
Heh.

More work:
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Strider StriderTuned to a dead channel.
Posted 15 years ago2009-11-17 09:24:05 UTC Post #275778
Strider, I simply love your work! Similar style/genre I want to map for when I transition to source. Outstanding work so far
Posted 15 years ago2009-11-17 10:14:22 UTC Post #275779
"You've seen it haven't you? In your dreams. The door made of light. What happens when you go through the door?"
monster_urby monster_urbyGoldsourcerer
Posted 15 years ago2009-11-17 14:15:00 UTC Post #275787
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This map will hopefully replace Poison Garden as my best map.
Rimrook RimrookSince 2003
Posted 15 years ago2009-11-17 14:19:15 UTC Post #275788
Decided to pick up "Node 6" again?
Posted 15 years ago2009-11-17 15:03:27 UTC Post #275789
I have it in my archive. I'll make it a source map someday...
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-11-17 16:59:26 UTC Post #275792
I notice Rimrook maps generally = win.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-11-17 18:23:31 UTC Post #275795
So I was saying in my journal post, I'm working at a gmod map.

Here are some wip screens:
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Suggestions, anybody ?

[EDIT] In the first screenshot, it's really at the beginning that area. It has no detail.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-11-17 18:30:12 UTC Post #275797
thats really nice looking.. all i can think of is.. maybe a few mour light fixtures for the outside area.. looks to be obnoxiously dark (mostly around the tree looking structure)

or is that a tree? lol.. nope, guess its just a collection of rocks after all
Posted 15 years ago2009-11-17 18:42:27 UTC Post #275800
It's a wip, I'm thinking about where to place lights to make it more visible and enjoyable while still having the dark night effect.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-11-17 20:30:40 UTC Post #275803
Seems much too... yellow.
Posted 15 years ago2009-11-17 21:47:32 UTC Post #275804
And yet Strider's has lots of blue :D But yes, too much yellow. Use more pale colours with a hint of white.
Habboi HabboiSticky White Love Glue
Posted 15 years ago2009-11-18 02:17:26 UTC Post #275807
Strider, I simply love your work! Similar style/genre I want to map for when I transition to source. Outstanding work so far
Thanks. I love working with lighting, using it dramatically and such.
And yet Strider's has lots of blue
Only half of the time. ;]

The colour correction changes dynamically as you progress, and it will end with something very different looking, tonally.
Strider StriderTuned to a dead channel.
Posted 15 years ago2009-11-18 02:27:30 UTC Post #275808
Feel free to post more of this map Strider!:D
Posted 15 years ago2009-11-18 05:12:26 UTC Post #275810
I think you're right. I'm going to reduce here and there the yellow tone, but not make it disappear because white is boring.

Oh, btw, there's a platform there at 90 degrees in the opposite way. Ignore it. It's like that because I'm trying to make a fucking platform that moves. In hl1 it would've been simple. Func_train. I'm using here func_tracktrain but it doesn't work as I want to.
Striker StrikerI forgot to check the oil pressure
Posted 15 years ago2009-11-18 07:03:01 UTC Post #275812
Love that texturing, Rim.
Jessie JessieTrans Rights <3
Posted 15 years ago2009-11-18 18:45:07 UTC Post #275827
Very, very slowly remaking my compo map into what I wanted it to be the first time around.
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"Inspired" is an understatement. Some of the architecture I flat out copied.
http://cff.ssw.net/episodes/ep06/06-069.jpg
http://cff.ssw.net/episodes/ep03/03-036.jpg
Still a lot to work on, though. And I'm having trouble finding a decent way to put vines and moss on the walls :|
Probably need to tone down the HDR bloom too. Does anyone know how to do that?
Posted 15 years ago2009-11-18 20:05:20 UTC Post #275829
Moss and Vines = infodecal/info_overlay
TheGrimReafer TheGrimReaferADMININATOR
Posted 15 years ago2009-11-18 20:32:28 UTC Post #275833
Yeah, it's just a matter of finding the right materials. De_cbble's ivy textures would have been nice if they weren't so concentrated.
Posted 15 years ago2009-11-20 11:21:35 UTC Post #275883
Well, usually when I post work I never get around to finishing it.. but not this time, the assignment is due on the 27th of Nov. so it must be done by that date...
whats even better about that is there is no Poly Limit whatsoever, I hate low poly modelling, sometimes its good to just kick back, and model, not being worried about counts! and texture count and size doesn't matter either.. RIGHT ON:

Edit;
...Forgot the screenshot of my alien... Sorry
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Please Comment!
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 15 years ago2009-11-21 00:00:02 UTC Post #275897
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about 30% done
Archie ArchieGoodbye Moonmen
Posted 15 years ago2009-11-21 06:41:54 UTC Post #275903
those all look sooo bad***... can't wait to see them finished
Posted 15 years ago2009-11-21 10:01:32 UTC Post #275905
Quite like it so far. I'm tempted to suggest more height variation on the buildings/walls outside, although the current ones look fairly decent already.
Daubster DaubsterVault Dweller
Posted 15 years ago2009-11-21 10:46:20 UTC Post #275906
I think it'll look a lot better when I add the 3D skybox, daubeh, but I won't do that until the layout is finished.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-11-23 02:21:58 UTC Post #275951
Some pics of an HL1 map I've been working on. I plan on turning it into a Sven Co-op mission as well as a single player campaign. I'm putting triangular geometry to use in many areas to produce some pretty wacky architecture.

modern art on the lobby ceiling:

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pentagonal room w/ pentagonal desk and staggered ceiling:

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ceiling shaped like a Japanese fan:

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big corridor:

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freight elevator:

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elevator shaft:

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Posted 14 years ago2009-11-23 04:00:30 UTC Post #275952
The first few pictures are incredibly confusing to stare at. :death:
Posted 14 years ago2009-11-23 04:58:52 UTC Post #275955
i spy a door with gears ;3

if I'm honest, I like the last 3 more "normal" locations a lot more than the wacky stuff. It might be the texturing of the big triangles on the ceiling, but something just seems a bit off.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-11-23 06:20:16 UTC Post #275956
Personally, I quite like most of it. It's fairly original, however if you're going trippy with ceilings, don't forget your floors/walls, which, as of now, are very bland and blocky. Do something funky with those and it should be one hell of an interesting map. :)
Daubster DaubsterVault Dweller
Posted 14 years ago2009-11-23 10:41:29 UTC Post #275960
Daubster: Thanks for the suggestion, and good point. I'll see what I can do with the floors without getting too ridiculous. I still want to keep it easy for the player to move around.

Huntley: "a bit off" sounds about like what I want. Maybe it's not for some people, but I think the norms of realism should be strayed from every now and then. It is a game, after all.
Posted 14 years ago2009-11-23 20:34:50 UTC Post #275972
update pic.. Its' not really posed yet but thats the main structure of him, hes holding a spas 12 gun to show a size comparison;
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-11-23 20:42:44 UTC Post #275973
wow. quick progress.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-11-23 20:53:47 UTC Post #275975
yeah, I need to finish a level design model by tomorrow due at 4pm, thurs we have a written 3 pg assignment due, then on friday our high poly is due. the teacher is throwing projects at us left and right, she says its more like the industry, so shes trying to make us more involved with schedules..
Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-11-23 21:37:26 UTC Post #275976
It [b]is[/b] like the industry.

:combines: :combines: :combine: :combine: :combines: :combines: :combines: :combine: :combines: :freeman: :combine: :combine: :combine: :combines: :combines: :combine: :combines:
Rimrook RimrookSince 2003
Posted 14 years ago2009-11-27 14:38:39 UTC Post #276095
crunched for time.. its due in like 10mins roughly.. I can't stand UV wrapping organic lifeforms.. :( Heres the completed pic, never had time to pose/rig him so yeah, it kinda sucks.. I'll take whatever mark though.

Link;
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Unbreakable UnbreakableWindows 7.9 Rating!
Posted 14 years ago2009-11-29 00:25:46 UTC Post #276144
Hello

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Something I finished up an hour ago, wanted to take from another angle but I realized that I forgot to tick "start on" on a func_rotation... well it's WIP anyway.
Posted 14 years ago2009-12-04 16:49:34 UTC Post #276308
Loving that deformation/blurry effect behind Gman, Strider. Very nice
What? Isn't the level architecture shaped that way?

And Rimrook, that's some terrible awful texturing.

:P
Posted 14 years ago2009-12-05 07:45:06 UTC Post #276333
That would be a pixel shader, Stu.
The magic of Source :)
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-12-05 13:10:53 UTC Post #276344
Sajo that's cool-lookin! =) Are that Vanilla HL?!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-12-05 13:31:57 UTC Post #276346
Thanks. Not exaclty, a wip pic from Xen Assault. Will be posting more soon with a journal entry.
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