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 12 years ago2012-05-29 11:58:50 UTC Post #306561
Murder button and all?
You'd better believe it. Except it won't be an air strike , just an incredibly large supply of nuclear warheads. I was thinking of having one of those scaffold tower things that they used to drop-test warheads in the middle of the central courtyard , with all the buildings being plywood. I know it's really scarily starting to sound like Nuketown, but believe me , this won't be horrifically unbalanced.
nice chamfering!
Total pain in the arse. You'd cry if you saw how many triangular brushes I used to make them.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-05-29 13:09:24 UTC Post #306562
Not terrible at all, buddies...
Posted 12 years ago2012-05-29 13:48:37 UTC Post #306564
Instead of bombing the arena, you should just have two giant plates move together like a giant trash compactor to slowly squish players inside...

...not a serious comment.
Rimrook RimrookSince 2003
Posted 12 years ago2012-05-29 14:48:57 UTC Post #306565
The other good thing about the bomb scaffold is that the time taken to raise the new warhead will indicate when the murder button can be pushed. If it's at the top of the tower, then the button will be unlocked.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-05-29 15:00:44 UTC Post #306566
Depends on what you're making, Dim.
You trying to make a drivable car, or a prop car? Might be better to just use a model for the car, if you're making a prop.
Crollo CrolloTrollo
Posted 12 years ago2012-05-29 15:14:26 UTC Post #306567
Great stuff, Instant. Chuffed tae bits at how far you've come in such a short space of time - your recent work is pure guid.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-30 06:32:06 UTC Post #306580
Here's that scene in motion. Still needs a huginormogantuatanic amount of work though.

http://youtu.be/UHqXbV8SdGU
Rimrook RimrookSince 2003
Posted 12 years ago2012-05-30 21:54:51 UTC Post #306593
Genuinely looking forward to playing this game of yours so much, Rim. Make sure you put a donation button on the download page - I think you'll do bloody well out of it!

Visually I think I'm pretty much done here. Any final suggestions?
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Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-05-31 00:37:31 UTC Post #306599
Overwhelming with color. I love it.
Suparsonik SuparsonikI'm going off the edge to meet my maker.
Posted 12 years ago2012-05-31 01:41:13 UTC Post #306600
Some of the best lighting I've ever seen in GS. Love the deep shadows in the top right contrasting with the rest of the scene.

If you're looking for nitpicks, I'm not sure I get that greenish drip texture appearing in the middle of an otherwise perfectly dry wall. I understand it breaks things up, but logically it doesn't make much sense.
Daubster DaubsterVault Dweller
Posted 12 years ago2012-05-31 02:07:05 UTC Post #306602
Agrees with daubster, lighting is amazing. Are that vhlt, and if "yes", did you also do a compile with zhlt to compare the differences?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-05-31 02:26:25 UTC Post #306604
Linking maps on my game used to be a pain in the ass and took a long time to calibrate. The level changing would send the player to exact coordinates that needed to be calculated. If the level changed, all linking needed to be redone...

...until I remade a 2D version of Halflife's landmark system and I fucking love it.

Before I release a demo, I may ask a few people to do some serious testing. I may also ask that they record their playthrough so I can see what went wrong exactly.
Rimrook RimrookSince 2003
Posted 12 years ago2012-05-31 14:12:29 UTC Post #306609
@rim
i havent followed last pages... do u use programming language to make the game ^^?
Posted 12 years ago2012-05-31 15:01:20 UTC Post #306610
Stencyl, the kit that make it all possible, has a very visual way of coding in stuff. The end code is flash action script, but the kit allows me to drag and drop code easily. Still has challenges though.

I'll be making a video about stuff discussing lots of issues I've had regarding public receptiveness.
Rimrook RimrookSince 2003
Posted 12 years ago2012-05-31 16:40:35 UTC Post #306612
Ughhh, Archie... You messed it up. Too many colors, too many details and everything is just too perfect... Older shots kinda had more of this deligtful simplicity. But that's not my business. Woooaaaah...
Posted 12 years ago2012-05-31 20:07:39 UTC Post #306617
I think its fine. I'm a fan of well lit areas and stuff, but if I were lighting it, I'd light the tracks, the large doors, the lab areas, and hang some larger lights from the top from those crossbeams visible from the screenshot. I'd let the light bounce and the shadows have fun on their own.
Rimrook RimrookSince 2003
Posted 12 years ago2012-05-31 20:31:47 UTC Post #306619
St.. Stencyl?
Used to follow that like it was a religion until construct was released. I'd honestly suggest using construct rather than Stencyl.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-05-31 21:13:03 UTC Post #306621
Archie I agree with Daub, but not where it meets the walkable space. It makes perfect sense that there would be stains on the edge since tons of people use that space, it would need to be mopped regularly, and over long time stains would appear. However, where the wall transitions into it, I think it could stand to be broken up by something.

Other than that it looks really great. Lighting is awesome, colors are good, shadows are nice, all around really great stuff.
Posted 12 years ago2012-06-07 02:06:39 UTC Post #306833
Working on Helpless, the next bunch of levels will take place in an abandoned missile silo the CF (gamestart location) was build over. This game is actually going to have several small facilities and a space station.
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Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-06-07 02:35:48 UTC Post #306834
That is impressive dimbark i love the detailing! And those indented(reverse)light fixtures are brilliant if i am seeing them correctly?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-07 02:36:41 UTC Post #306835
:D

It's so fun hearing compliments of my work, I barely get them.

Thank you! :cookie
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-06-07 02:54:21 UTC Post #306836
Oh also, scale your texture scales down just a scoche, on like the tile floor and the crete form wall for more win.

If you are doing a full-on mod, i'd recommend finding the highest res textrues you can and avoid some of the worse default hl ones ;)

again, good work! =)

edit
oh and thanks for the :cookie! =) NOM NOM NOM!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-07 11:14:50 UTC Post #306841
^^
i would like to know how to fill the goblet with water or something else :o
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Posted 12 years ago2012-06-07 14:30:58 UTC Post #306842
I'm sticking with stencyl, it works for me alright.
Rimrook RimrookSince 2003
Posted 12 years ago2012-06-07 15:35:14 UTC Post #306844
Very nice work Dimbark. Has a nice classic Half-Life feel to it. A lot of things like that popping up again at the moment and I love it. :D

Opposing Force and Blue Shift are really good sources of inspirational mapping. Sure Valve knows their stuff, but Gearbox really blinged out their maps. :D
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-06-07 19:52:21 UTC Post #306846
Very good, Dimbark.
Posted 12 years ago2012-06-07 19:57:43 UTC Post #306847
Dimbark that's quite the drastic change from the first stuff you even posted here. Keep going.
Posted 12 years ago2012-06-08 00:33:27 UTC Post #306854
Damn, Dimbark, that's some nice work. You're definitely a quick learner, and I'd say you've surpassed me in your couple of years here. A few more years at this rate, and you'll probably be at the level of such experts as TWHL's own Rimrook, Archie, and those other guys who are awesome but don't release anything.

(Hint: If you're one of the latter, release stuff, please)
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-06-08 06:23:11 UTC Post #306862
jeffMOD everyone here has surpassed you ;D no offence, but you need to make some maps. Now.
Also, lets hope he does not keep mapping for Goldsource for a few more years like you say, because Source is the way forward!
Skals SkalsLevel Designer
Posted 12 years ago2012-06-08 09:33:50 UTC Post #306867
True, Skals, true, I need to actually finish a map sometime. Haven't done that in months, and haven't released one in about as long.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-06-08 15:36:03 UTC Post #306872
Hi guys! I'm currently making a map for Source! Yes Source! It's my first Source map in about 2 years, and third over all (the other two were crap :D). Anyway, Can I please have some serious criticism regarding the screenies I'm about to show you, and how I could improve each area? Thanks guys, here are the screenies:
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Finally, I'm completely baffled when it comes to rooftops, what the hell should I put there to make them look more realistic and more detailed? I can seem to make the ground level quite detailed, but the roofs look so bad in comparison.
Skals SkalsLevel Designer
Posted 12 years ago2012-06-08 15:59:38 UTC Post #306873
I like your style of architecture, the colors fit in with each other as well.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-06-08 16:29:25 UTC Post #306874
your stairs are massive.

Standard source stairs are 12 units deep, 8 units tall.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-08 16:38:44 UTC Post #306875
Mine are 24 and 16 :D
Skals SkalsLevel Designer
Posted 12 years ago2012-06-08 16:40:03 UTC Post #306876
Yeah, they look really bad - especially with the curb texture.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-08 19:47:31 UTC Post #306878
Although I'm a noob in Source mapping, I think you should use more props besides crates in the outside areas - like pipes and whatnot. Other than that - but I suppose it's the first draft of the map, so it'll obviously get better - some nice trimming always helps (where walls connect). This especially goes for the second screenie.

On another note, CS 1.6 map in progress: bombsite B done! R_speeds peaking at 1710 wpolies! Any ideas how to hintbrush this bitch? Suggestions about architecture / texturing / lighting? :)
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Taylor TaylorJohn Romero's Bitch
Posted 12 years ago2012-06-08 22:22:18 UTC Post #306881
Disable shadows for the thing on the wall, if you haven't already.
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Needs more small things like bricks, cans, litter, graffito, decals, and other overlays.
Rimrook RimrookSince 2003
Posted 12 years ago2012-06-08 22:54:44 UTC Post #306883
Archie, you should probably add somw kind of mounting point in the wall where those wires holding the platform up connect to it. Right now the wires going into bare wall looks odd.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-06-09 00:51:59 UTC Post #306884
That looks positively bangin' Taylor, especially for 1.6!

Loving the texture applicaton so far, that makes me forget it's goldsource engine. Also that hazy/smokey lighting you achieved in the second pic is VERY nice, great work!

Now, i patiently await MJ to jump out of the screenies and start singing Smooth Criminal :P

Skals: looking very generic at this point but very cool just the same. make sure all your texture scales are .25 or below tho, this is NOT goldsource ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-09 05:49:34 UTC Post #306886
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Obv still WIP.

The person who guesses closest to the actual compile times for VIS and RAD for this map will get access to the beta. My PC specs are in my profile, and I am using Vluzacn's tools with full VIS and a bounce3 & -extra rad.

Present like:
VIS: 1 sec
RAD: 1 sec
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-09 06:08:55 UTC Post #306887
I have no idea what average compile times are these days, so I'm going to guess something stupid just in case it's one of those stupid answers!

VIS: 2s
RAD: 14h 34m 12s 821ms

Where's my beta access????
Penguinboy PenguinboyHaha, I died again!
Posted 12 years ago2012-06-09 06:54:06 UTC Post #306888
penquinboy, you are NOT the winner ;)

For just this tram loading/reception area? hmmmmm, i say:

VIS: 24 minutes, 03 seconds
RAD: 13 minutes, 39 seconds

(this is enormously fun guessing we should do this more often)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-09 07:01:42 UTC Post #306889
it's the same map I've been showing over the last month, so it's a lot bigger than the latest screenie shows.

Nothing close with RAD yet.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-06-09 07:06:10 UTC Post #306890
wait, you're saying it's >14 hours for rad?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-09 07:07:54 UTC Post #306891
@CT: Thanks, now there's a neat idea for an easter egg :D

@Archie: It's a trap, Urby compiles all of the maps, amirite? :P
Taylor TaylorJohn Romero's Bitch
Posted 12 years ago2012-06-09 07:16:59 UTC Post #306892
IT'S A TARP!1~

Incidentally, if PB were a Star Wars alien, would he not be one of those fish guys?!
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-06-09 08:19:19 UTC Post #306895
15 minutes for VIS
30 minutes for RAD

On a modern computer it can't take THAT long as you guys suggested.

[EDIT] Wait, why did Archie say "VIS: 1 sec
RAD: 1 sec "?
Striker StrikerI forgot to check the oil pressure
Posted 12 years ago2012-06-09 08:46:48 UTC Post #306897
He's running a super secret vhlt build that utilises cuda cores, and hes got some Teslas in his system.
rufee rufeeSledge fanboy
Posted 12 years ago2012-06-09 10:20:08 UTC Post #306898
VIS 3 min
RAD 5 min
Posted 12 years ago2012-06-09 10:21:24 UTC Post #306899
What's amusing is that this looks like an auction.
Striker StrikerI forgot to check the oil pressure
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