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 ago2012-09-30 18:58:18 UTC Post #310163
I don't want to be a dick, but... That took an hour? D:
I'd use placeholder textures for the moment until you have a more defined structure - it looks quite busy at the moment without actually having much substance at all, and that's definitely down to ugly combine textures. Too early to show WIPs, though. It's difficult to know what advice to give when the advancement options from this point are so open-ended.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-09-30 19:17:16 UTC Post #310164
http://i.imgur.com/7Qfoi.jpg

A little room , you drop by. vent you look vertical at you fall through it. the room is just a eye-candy thing i made. not done. will post ingame screenshot asap
Posted 12 years ago2012-09-30 19:18:09 UTC Post #310165
Dimbark, what the hell is it?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-30 19:23:30 UTC Post #310166
It's a part of the citadel that was designed into the side of it; I've made a foggy 3d skybox that shows it connected to a huge citadel.

It's supposed to have all of the combine textures and such: I'm trying to add things to them and change the lighting around to make it look very neat.

Oh, by the way, this is my level of lighting: I've added a variation of 4 colors in it: blue, red, white, and a pale peachy color. What do you guys think?
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-09-30 19:37:22 UTC Post #310167
i think it looks pretty boss for only an hour of work sir, i am intrigued to see more =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-09-30 19:46:54 UTC Post #310169
I understand that it's a combine prison place, but why the hell are there a bunch of restaurant tables in the middle of the room, and what's with that roof?
Skals SkalsLevel Designer
Posted 12 years ago2012-09-30 19:52:44 UTC Post #310170
Jailbreak maps are notoriously known for looking fancy and neat, and being rather recreational or comfortable.

One map that I was making for Jailbreak, that I was getting angry with, was a comfortable beach house where you could swim in what looked like an infinitely long ocean. (But was really a 3d skybox)
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-10-01 00:27:31 UTC Post #310177
Even if maps for the jailbreak gamemode are generally comfortable and fancy, that doesn't mean you should break your map's sense of place to match the standard. If you're using get a setting that works with comfortable surroundings, by all means make it comfortable. But the citadel just isn't one of those places.

The Combine don't really care about comfort, you know? Don't get me wrong, the map has some really good parts (I especially like the shape of the ceiling and the skylights) but it seems like it has two themes that just don't match up.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-10-01 00:43:55 UTC Post #310178
dim: Your map might be a perfect contestant as it is, for this little diddy? =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 12 years ago2012-10-01 01:12:27 UTC Post #310179
The Combine don't really care about comfort, you know?
Take a look at Breen's office--it's pretty laid back and comfortable, isn't it? That's the kind of comfort I'm going for; but the map will still have parts of it that are dark and grim.

I'm still keeping the basic design of the citadel, but just sprucing it up because these are parts made for more human "citadwellers", much like Breen.
dim: Your map might be a perfect contestant as it is, for this little diddy? =)
Eh, I'm not one for competitions (except I am waiting for the next TWHL one), and my map doesn't quite fit the boundaries.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-10-01 09:33:31 UTC Post #310180
If sections of it are designed for human guests, I guess that's fair enough. People like Mossman wouldn't enjoy sleeping upright in the soldier's barracks. :P
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-10-03 06:25:26 UTC Post #310208
Lame excuse Dimbark for a retarded scenery.
Skals SkalsLevel Designer
Posted 12 years ago2012-10-03 06:56:31 UTC Post #310210
Given the combine's attitude towards humans, I seriously doubt there would be areas in the citadel fit for human habitation. Even breen, while he does have his own office, probably has to sleep in his chair.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-10-03 07:11:05 UTC Post #310211
Like I was going to say (but didn't for some reason), these people, humans, were conquered. You can't expect them to get cushy surroundings. Not to mention the citadel is not for humans.
Jessie JessieTrans Rights <3
Posted 12 years ago2012-10-03 15:08:50 UTC Post #310214
I highly doubt they'd put everyone in prison cells, and then add a bunch of picnic tables just for the sake of it.
Skals SkalsLevel Designer
Posted 12 years ago2012-10-03 18:07:21 UTC Post #310216
Considering that human beings outside the citadel get feed bags from wall dispensers, there certainly wouldn't be a cafe in the citadel. :P
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-10-03 19:10:27 UTC Post #310217
But where does Breen grab a sandwich between delivering manipulative monologues?
Posted 12 years ago2012-10-03 19:30:42 UTC Post #310218
It'd only save space if he had lunch at the same place where they keep the prisoners; they probably needed to fancy it up for him, too.
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-10-03 20:10:03 UTC Post #310219
But where does Breen grab a sandwich between delivering manipulative monologues?
A tube.
Skals SkalsLevel Designer
Posted 12 years ago2012-10-03 20:53:27 UTC Post #310220
What? You don't think people in the CWU could set up something nice for him? Something human?
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-10-03 21:25:19 UTC Post #310221
No. Don't be ridiculous. The combine are more akin to the Borg; they don't even understand the concept of comfort.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-10-05 07:00:18 UTC Post #310239
Here is a half-done picture of my first real photoshopping/Paint.NETting attempt, a 128x128 icon for Q.U.B.E, as the one it has on steam is kind of sucky.
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It could be better, and I haven't really done the border yet, but otherwise, that's it. Any pointers would be appreciated.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-10-05 18:16:56 UTC Post #310240
That's pretty damn pimp for a first attempt, I like it! Maybe add a little bit of that crosshatched detail in the dark part rather than having it pitch black, and some depth in the border'd be nice (although you said you haven't really started the border yet) but overall that's a really nice job.

Always awesome to see people picking up new tools.
Archie ArchieGoodbye Moonmen
Posted 12 years ago2012-10-05 20:35:06 UTC Post #310242
<offtopic> Was Q.U.B.E. a good game? </offtopic>
Jessie JessieTrans Rights <3
Posted 12 years ago2012-10-06 13:41:47 UTC Post #310256
Buggering about with triggers and shit. Remember seeing a prefab literally years ago of some sort of cylinder you could walk into and would instantly heal you. Now i've made some sort of station that you walk up to, it locks you, heals you, makes your view go all weird and then lets you walk free. Only usable once, could probably make it work multiple times but gameplay wise it's probably a good feature.
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Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-10-10 15:01:48 UTC Post #310306
Q.U.B.E is quite good, although the bit I'm up to at the moment is quite difficult. And this is the 'finished' product. I did what you said Archie, although I don't think I did it as well as I should have.
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And that looks pretty cool Mr Mix.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 12 years ago2012-10-13 00:32:53 UTC Post #310351
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Can you guess what I'm working on?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-10-13 01:05:57 UTC Post #310352
You're mapping for BMS, too, eh?
Dimbeak DimbeakRotten Bastard
Posted 12 years ago2012-10-13 09:14:26 UTC Post #310354
Hopefully not. Lol jk ;D
Skals SkalsLevel Designer
Posted 12 years ago2012-10-13 10:58:15 UTC Post #310355
Indeed I am, but do you recognize the area?
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-10-13 10:59:52 UTC Post #310356
You're building the hazard course? That's the exit train, I'm sure of it!
Strider StriderTuned to a dead channel.
Posted 12 years ago2012-10-13 11:10:50 UTC Post #310357
Bingo! I'm not the only one working on the Hazard Course, but I am doing that half of t0a0d, and extending it slightly.
Notewell NotewellGIASFELFEBREHBER
Posted 12 years ago2012-10-15 13:23:04 UTC Post #310382
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The importance of aligning textures. Image on the left only really uses 1 texture, but is aligned in such a way that the textures aid the brushwork, highlighting edges and the like. Image on the right is exactly the same, except the texture has just been applied. No manual aligning, just normal world aligning.
It's quite strange to think it was only a couple months ago that i'd learnt what the T B L R C buttons did, for all the time before hand i'd tried to make a brush that fitted in with the normal grid , moved it to the place I wanted texture and then applied it from there. Those 5 buttons are a LIFE SAVER.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-10-15 17:47:35 UTC Post #310385
Learn, quakeroaches, learn!
Posted 12 years ago2012-10-15 18:22:51 UTC Post #310386
The hell is a quakeroach?
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-10-15 18:26:16 UTC Post #310387
quake|roach
quake - hl is built upon a quake engine hence quake here.
roach - is his way of saying that you are kind of addicted to it, same as a roach would never leave a constant food supply.
rufee rufeeSledge fanboy
Posted 12 years ago2012-10-15 20:27:35 UTC Post #310390
it's.. source though

well to be honest the only "quakeroaches" here are urby and myself.. the only reason I use the goldsource engine is because the source version of hammer has a serious case of manic depression and shuts down ALL THE FUCKING TIME. And also decides to save maps with every point-based entity deleted.
Instant Mix Instant MixTitle commitment issues
Posted 12 years ago2012-10-15 23:05:05 UTC Post #310392
kinda why i stopped mapping.
Im on hiatus until the next compo is announced.
consumed by work, school, band, and xcom.
also
being single is nice
Tetsu0 Tetsu0Positive Chaos
Posted 12 years ago2012-10-17 08:38:42 UTC Post #310403
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strafemap_2 wips.
Posted 12 years ago2012-10-17 10:54:52 UTC Post #310405
Looking good but I don't really go for these deathrun strafey surfing gungame nonsense gamemodes.

Whatever happened to rescuing hostages and blowing up boxes? :(
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-10-17 16:22:06 UTC Post #310407
Actually Urby you should try them with friends. They can be quite funny and I know how much you and Hunter love to co-op stuff and do goofy things that end up being uploaded to Youtube.

Ah just like the old days when me and Hunter would make brush boats and sail them in gmod...:<

Anyway to make this post less pointless here's a collage of that CSGO map I'm working on. I'm getting real close to finishing the details and then it's the SUPER FUN "copy pasta particles" EVERYWHERE! stage and then hopefully release day.

Warning EXTREMELY large.

http://upload.habboi.co.uk/progress20.jpg
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-10-17 19:18:26 UTC Post #310408
Looks great, I really like all the color!
Posted 12 years ago2012-10-17 19:48:58 UTC Post #310409
Warning EXTREMELY large.
I want that on a shirt.
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-10-18 06:15:08 UTC Post #310413
what's with the purple lighting outside? and you need more variety in lighting indoors too... there's one shot without the orange lighting and it stands out like a sore thumb when you look at the image zoomed out.
Trapt Traptlegend
Posted 12 years ago2012-10-18 08:53:56 UTC Post #310418
Yeah I guess I keep forgetting to mention that. I've been working on textures and models for months however the lighting was a quick copy/paste to let me see how the textures looked in real time.

I'm not 100% sure anymore what we're doing but we were going to do night themed lighting but my tests at making that weren't so great. I found it made everything dull so I reverted back to the sunset one.

As for why it's purple. I wish I knew. I spent a whole day breaking it apart and as far as I can tell it's two things. It's the light_environment and FULL compile. It doesn't happen with the other expert compile options and full seems to bounce RAD twice. Either way I'll be nuking the purple dont worry though I have to admit it works quite well in the outdoor section, just not indoors ;)
Habboi HabboiSticky White Love Glue
Posted 12 years ago2012-10-19 15:51:37 UTC Post #310454
Dunno if I already showed this but this is some crappy experimenting I did with lighting and atmosphere etc dozens of years ago
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Posted 12 years ago2012-10-25 05:49:05 UTC Post #310592
Posted 12 years ago2012-10-26 11:22:47 UTC Post #310615
Looks pretty intense. Would it not be best to have one or two health drops during that fight?
monster_urby monster_urbyGoldsourcerer
Posted 12 years ago2012-11-04 13:37:32 UTC Post #310773
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^ Some things I am doing in maya, the first is my Apache, first thing ever I made in maya, with blueprints, correct dimensions, all that.
The second is a personal project I am working on, going to make a Gothic level, haven't decided the engine yet, source or unreal.
...and yes I am dual screening two maya's at the same time, with photoshop in the background, badass.
Skals SkalsLevel Designer
Posted 12 years ago2012-11-04 17:48:18 UTC Post #310782
Nice work Skals. :D

I've been experimenting with AGS. Since storytelling is one of my favourite aspects in gaming, an adventure game might be just the medium for me. I've been testing it out this afternoon. All being well I will be able to start a proper project once I'm done with The Core.
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monster_urby monster_urbyGoldsourcerer
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