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 13 years ago2011-06-19 06:54:55 UTC Post #295643
Something I'm creating right now:
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Cs 1.6 de_ map
Note: some of them were taken with me jumping in the air :P
Skals SkalsLevel Designer
Posted 13 years ago2011-06-19 09:07:22 UTC Post #295645
That looks interesting ninja... what is it? :P

Also, are the textures temporary? It's just that it could look sooo much better with custom textures.
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-06-19 09:31:10 UTC Post #295646
@urby
i would like to remake black mesa ;O
Posted 13 years ago2011-06-20 05:07:39 UTC Post #295694
some new WIPs and a higher-res version of one of the many posters littered throughout The Core.
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Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-20 10:02:14 UTC Post #295695
Looks great, especially liking that blood stain/smear in the second pic. Just one question: Why is there a Vault-Tec style round vent?
EDIT: I just got a close up look at the text on the poster. Very nice. :lol:
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-21 21:07:37 UTC Post #295748
Great stuff in here!

Ninja: looks sweet, i'm getting flashbacks from the 30-brushes competition. =)

Skals: Looks really cool!

Archie: Sexay updates sir love the high level of detail.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-25 03:30:56 UTC Post #295855
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APS Underwater Assault Rifle, had originally intended to model it as a possible replacement for the crossbow in HL - It fires darts and it works underwater.
I never thought of the fact that I don't have the skills necessary to put it into HL, but I modelled it anyway.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2011-06-25 03:43:04 UTC Post #295856
Wait a minute... I can see imageshack again? rifles through old pages
Posted 13 years ago2011-06-25 03:51:54 UTC Post #295857
ha tjb is that sketchup?

DiscoStu: your mom can see ImageShack images again! =) =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-25 13:13:07 UTC Post #295869
Working on a CS map, made a nuclear missile as one of the bomb points.
Look up de_foption - it has a very similar setting.

@Skals: Always liked the havana texture pack - nice to see it utilized creatively. Lookin' good.

@Dragos: Cool choice for inspiration!
Daubster DaubsterVault Dweller
Posted 13 years ago2011-06-25 13:37:48 UTC Post #295870
Look again. Windows are bigger than doors. That part must be fixed.
Posted 13 years ago2011-06-26 07:45:39 UTC Post #295919
It is indeed CT.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2011-06-27 19:11:34 UTC Post #295986
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Different angle of the same scene shown earlier, with slightly reworked lighting.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-27 21:10:55 UTC Post #295989
Nice atmosphere. The lighting looks good. Add trims to the pipes where they join the wall and add some kind of support from the ceiling for them. I think the pool is a bit out of place but it looks interesting. I mean carpets, wood, marble, what is this place? As far as I know it's part of Black Mesa, but why would it need to be so pretty and expensive? I also think a few couches, trash cans and a wending machine would fit in there.

EDIT: Also I think the bright wooden floor texture is a bit too bright and clean. I mean people are walking on it and Black Mesa is a pretty old place. Anyway just make the texture a bit darker and bit more dirty with some small scratches or something. There could be a bit more contrast among the planks too.
Posted 13 years ago2011-06-27 21:15:50 UTC Post #295991
Sorry, I posted a big description of the area on moddb and forgot that I haven't actually explained it on TWHL at all :P

This is the executive floor of the Black Mesa Central Administration Building. I'll post what I put on ModDB.
The executive floor of the Central Administration Building is full of laminate flooring, thick carpets and shiny glass. It reeks of excess and you'll probably feel no sympathy for the men who work here. Well, worked here.

This is the first evidence that the alien invasion is not contained to the Anomalous Materials Lab. The admin building has begun to succumb to the onslaught of aliens and military alike, as both forces struggle to gain a foothold in this major Black Mesa location.

The player will have to decide whether the enemies are worth the ammo, as a valid tactic here is to hope that the two deadly forces are too distracted fighting each other to waste much time chasing the player. Don't bet on it, though.

Pacing and atmosphere are the key words here, as careful sneaking and puzzle solving will be peppered with short, intense moments of extreme action. As always, I really, really appreciate any and all feedback on my work, so let me know what you think! If you think something looks rubbish - it probably does and I've overlooked it, so please tell me about it! :)
Also I think the bright wooden floor texture is a bit too bright and clean.
Fixed. Thanks for the suggestion :)
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-27 21:32:59 UTC Post #295992
Also make it more destructed. Rotate those pictures on the wall at messy angles. You could do this with one of the hanging monitors too. Try making a pipe broken and water running from it straight in to the pool :D You could even make the pool leaked.
Posted 13 years ago2011-06-27 22:19:33 UTC Post #295993
If you break a pipe and make it flow into the pool, a sewage pipe would be a good choice, IMO.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-27 23:24:04 UTC Post #295994
Players enjoy silly things to interact with.

Try and make it possible to turn on and off the tv.
Have things that when you press them, they shut something like windows.
Have it possible to break something holding up a vent that will cause part of it to fall from the ceiling.
Make toilets flushable.
Make showers and sinks and all that fun stuff usable.

Players eat that stuff up.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-06-27 23:42:03 UTC Post #295995
Interactive environments are all well and good, but this is goldsource we're talking about. As far as I can tell, they're pushing the limits of the engine as is. Adding a bunch of extra interactive buttons such would break the game.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-28 00:07:25 UTC Post #295996
Lol, that doesn't look like pushing the limits to me. The only map so far that I can think of that pushes GoldSource was the huge BBC building room thingy.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-06-28 00:12:16 UTC Post #295997
In terms of number of visible ents, texture memory and light faces, all my maps for TC are pretty close to the limit. It's bloody annoying, because I have to compile RAD with sparse and occasionally entities start disappearing and I have to start combining func_walls in an area which is horrible for optimisation.
Archie ArchieGoodbye Moonmen
Posted 13 years ago2011-06-28 00:16:09 UTC Post #295998
We need better compile tools.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-06-28 01:20:21 UTC Post #296000
True 'dat brutta.

But really, I'm talking more like in the professional games. You can use the sink and the hand drier in Blue Shift. In Half Life, you can turn off the lights, play around with a scientist's message system, and turn on the alarms causing barney to shut them off and say "You tryin' to get me into trouble bro? Well, you in a mess of trouba now!"
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-06-28 02:12:53 UTC Post #296001
You aren't black, pal.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-06-28 04:46:11 UTC Post #296003
No but he lowered his brightness.
Posted 13 years ago2011-06-28 07:18:02 UTC Post #296005
Lol he thinks he's Jamaican now.
Skals SkalsLevel Designer
Posted 13 years ago2011-06-28 11:03:05 UTC Post #296010
Dimbark: I'm not even sure if The Core has predisaster maps; judging from the story, the mod might start when the player regains consciousness after the disaster. All of the examples you cited were from predisaster maps where there wasn't really any other gameplay to be had, because there were no enemies present.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-28 15:33:28 UTC Post #296018
I have to start combining func_walls in an area which is horrible for optimisation.
Afaik for goldsrc, brush-based entities are rendered 100% of the time in the world to all players, so it don't think combining them will impact your map's performance.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-28 17:11:40 UTC Post #296024
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Just to show I am still working on Colony 42.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-30 10:52:41 UTC Post #296057
Nice to see some varied lighting. When will C42 be playable?

Nothing better than a good HL SP mod. :D
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-06-30 11:18:13 UTC Post #296059
You and me both.
I'm aiming for the end of summer, but that probably won't happen, as I have at least 5 maps to go, plus I want to redo the predisaster areas (even with that fixed, a portion of the mod will still be crap quality, but I'm not going to spend another extra year to redo it all)
With all the other stuff I have to do, such as community service hours so I can graduate next year, it'll be a while.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-30 11:27:24 UTC Post #296060
jeffMOD that looks nice, I've always been a fan of elevator shafts and I'm not sure why, but yours looks really nice.
Skals SkalsLevel Designer
Posted 13 years ago2011-06-30 11:54:12 UTC Post #296061
Agreed looks nice Jeff! =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-06-30 13:43:58 UTC Post #296062
The first screenshot looks a bit blocky.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-06-30 14:15:05 UTC Post #296068
Yeah, a little. I never really got the hang of making complex objects or rooms with non-90 degree angles. You'll never see a desk at a 45 degree angle in my goldsource work, sadly.
Notewell NotewellGIASFELFEBREHBER
Posted 13 years ago2011-06-30 23:58:23 UTC Post #296085
Why not build at 90 degree angles and then rotate to 45 degrees by rotating while holding shift? :P
monster_urby monster_urbyGoldsourcerer
Posted 13 years ago2011-07-03 16:07:04 UTC Post #296193
yeah been learning Blender 3D, i think that i am getting better but i havent managed how to texture stuff yet
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Posted 13 years ago2011-07-03 18:23:32 UTC Post #296198
yeah been learning Blender 3D, i think that i am getting better but i havent managed how to texture stuff yet
Nice work Ninja, for a beginner, its pretty good. To texture something, You use UV mapping, go ahead and look that up. Some of the blender stuff I created is in that post where I was arguing with crollo.
Posted 13 years ago2011-07-04 01:37:03 UTC Post #296208
I've been doing a bit of mapping, and I've been tired while doing it so I may have made mistakes. Most of this is rather bland other than the fact that it's all at an angle relative to the grid, due to it's orientation relative to the rest of the map.
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A door will go where the red is
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These are all very far from done, mainly I'm just posting this because I'm not sure which direction I want to go with the lighting. It's supposed to be part of a large-ish tram station in Black Mesa, but I can't decide whether I should keep it so that most of the power is out, leaving it dark like in the images, or whether it should be brighter, with only the occasional darker area. Thoughts?
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 13 years ago2011-07-09 02:04:55 UTC Post #296404
Here is something I have in the works. It's part of a map recreation of the original Scientist Hunt maps, Joebama and I are working together on it. This one in the picture here is Scisub:
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I've created all the subway textures and have made 3 variants so far. This is totally alpha at the moment and will probably change.
Posted 13 years ago2011-07-09 02:08:34 UTC Post #296405
The bench need some changes. it uses the same texture too many times, and from afar it looks like some kind of stack of blocks.
Dimbeak DimbeakRotten Bastard
Posted 13 years ago2011-07-09 23:49:11 UTC Post #296421
This has been WIP for a while, not sure whether to continue this map:
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What do you guys think?
Posted 13 years ago2011-07-09 23:53:51 UTC Post #296422
It looks pretty good but you're only showing us a small portion of the map, we can't really come to a full conclusion unless you show us more then one angle and spot of the map.

Lowpoly old-school revolver I made today:
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Crollo CrolloTrollo
Posted 13 years ago2011-07-09 23:57:24 UTC Post #296423
Not bad, always loved those revolvers.
Posted 13 years ago2011-07-10 00:40:14 UTC Post #296424
snubnose - awesome
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 13 years ago2011-07-10 01:32:45 UTC Post #296425
<3
Tetsu0 Tetsu0Positive Chaos
Posted 13 years ago2011-07-10 02:57:27 UTC Post #296426
Totally looks like from a gun shop site from 1996. Throw it in a poorly (table-based) site with plenty of colourful letterings, contrast-y backgrounds and some Word-Art and you're all set.
Posted 13 years ago2011-07-10 05:36:39 UTC Post #296428
What, Like this?
Crollo CrolloTrollo
Posted 13 years ago2011-07-10 12:23:19 UTC Post #296431
TJB/thecoolgman: Nice Stuff! Both your wip pics make me think of l4d fsr..

)

NinjaDefuse: nice are the texture mapping any easier in blender?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 13 years ago2011-07-10 13:37:40 UTC Post #296432
NinjaDefuse: nice are the texture mapping any easier in blender?
texture mapping sucks in blender
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