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 11 years ago2013-12-10 05:14:55 UTC Post #317061
r_speeds... haven't heard that term in a while. 7000 doesn't sound like much. That bus model from the other thread was 7000.
Rimrook RimrookSince 2003
Posted 11 years ago2013-12-10 12:56:23 UTC Post #317065
hl can handle large areas if some very wise optimization is applied
Posted 11 years ago2013-12-14 16:00:39 UTC Post #317116
here's a creature that died at birth and now enjoys eternal death
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Posted 11 years ago2013-12-14 16:57:49 UTC Post #317117
I smell castle disposed 2.0
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-12-14 17:31:39 UTC Post #317119
yeah i thought it looks like a castle yet its vaguely inspired by two abandoned-in-construction soviet hotels ive been to

edit: oh i didnt know what that was
Posted 11 years ago2013-12-14 22:35:59 UTC Post #317120
Nooo striker is making something that looks just like what i have been making 4 years ago D:
Ah well. He will probably finish his.
Stojke StojkeUnreal
Posted 11 years ago2013-12-15 19:18:17 UTC Post #317128
http://www.youtube.com/watch?v=xAnHcUHcyyw
My latest UDK level. Looks a bit like half-life doesn't it? :P
Skals SkalsLevel Designer
Posted 11 years ago2013-12-16 00:31:38 UTC Post #317130
Skals tbh, without all the shaders you could do better results in hl1.
Still it looks pretty good.

So stuff i would change: ( CONS )
  • The Room design looks pretty blocky, try to add some round corners or some trims.
  • The floor looks like a roof, the texture doesnt fit, this just confuses me.
  • I think you use tooooo much glow, it is a cool feature but dont overuse it, this small inside area looks like a rainbow of neon colours.
  • The Copy Paste Lights @ the bridge, you should remove some of them, it doesnt make sence to have 200 lights there and doesnt look good too.
  • Feedback you will like :D ( PROS )
  • The outside "Generator thing" looks stunning and intresting, i want to see more of this !
  • The Roof of the Room looks intresting, i like it a lot.
  • Textures are pretty nice.
  • I like the tentacle lights :D just less glow and neon.
I dont want to crush your day, just try to help :)
( and i know you can do round thing @ your hl1 maps )
Posted 11 years ago2013-12-16 01:46:56 UTC Post #317131
Skals tbh, without all the shaders you could do better results in hl1.
You are just jelly :)

Thanks for the feedback though.
Skals SkalsLevel Designer
Posted 11 years ago2013-12-16 15:56:58 UTC Post #317132
Very cool work Skals!

I still use Hammer for architecture. Working on a barndominium I may build as my first home/workshop. Spiral stair case.
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Posted 11 years ago2013-12-16 16:08:10 UTC Post #317133
how did you make that :/
Rimrook RimrookSince 2003
Posted 11 years ago2013-12-16 16:21:31 UTC Post #317134
Cut an cylinder to fit the requirements, remove unwanted pieces, orient them in space and add other stuff. Also the real question is did he manage to fit those cuboid in space so they dont create invalid solids or did he use pyramids.
Stojke StojkeUnreal
Posted 11 years ago2013-12-16 18:07:15 UTC Post #317135
I used the arch tool for the rail and steps. I used vertex manipulation on the rail. For the steps I used the increase height option in the arch command. The vertical bars were added individually. :)
Posted 11 years ago2013-12-16 19:04:13 UTC Post #317136
Damn, zeeba. You never fail to impress me. Epic stuff.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2013-12-16 19:27:07 UTC Post #317137
Thank you sir! :glad:
Posted 11 years ago2013-12-16 20:18:17 UTC Post #317138
Do you use HLFix because I just tried that and it made a load of invalid surfaces.
Rimrook RimrookSince 2003
Posted 11 years ago2013-12-16 20:21:30 UTC Post #317139
Don't mean to intrude but I actually wrote a tutorial on how to create something similar a couple of months back, maybe someone will find it useful: http://www.half-lifecreations.com/forums/index.php?topic=1977.0
Posted 11 years ago2013-12-16 20:46:55 UTC Post #317140
I've done a few of those in maps I never finished and never posted. Never got it to look right.
Posted 11 years ago2013-12-16 21:45:12 UTC Post #317141
Indeed, Stu. It's not hugely difficult to make a spiral staircase, but what Zeeba manages is making it look so... I don't even know. Elegant? Bedded-in? I almost want to say 'natural' except that wouldn't make sense.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2013-12-16 21:52:41 UTC Post #317142
That railing, I couldn't make it for the life of me.
Posted 11 years ago2013-12-16 22:23:47 UTC Post #317143
I just think its cool he's using it as almost a CAD program :)
Well Done Zeeba.
I agree with Archie, its very elegant.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-12-16 23:58:01 UTC Post #317144
Thanks Tet. Yep I even have a scale i'm going by, sixteen units equals one foot high and twenty units equals one foot wide or one inch equals 1.67 wide and 1.33 high.

I've always used hammer as sort of a cad program it's so quick and handy and you get to walk in your work.
Posted 11 years ago2013-12-17 00:00:28 UTC Post #317145
I think i'm more impressed(and envious) about your drive to actually bring your E-creations to life.
Tetsu0 Tetsu0Positive Chaos
Posted 11 years ago2013-12-17 00:43:35 UTC Post #317146
Why isn't your scale square?

Curiously, I have a personal scale that's about the same. 48 units equals 1 metre (and since 1 foot = 30cm, it's pretty close). But I never thought of it being different vertically than horizontally.
Posted 11 years ago2013-12-17 03:40:02 UTC Post #317147
I seem to recall reading somewhere that if you use the height of the player bounding box as the height of the average person and then assume a square coordinate scale, the width/depth of the player bbox makes the "average person" in the engine comically fat or thin. A non-square scale makes sense when you look at it like that.

(Found it: http://twhl.info/articulator.php?art=61)
Penguinboy PenguinboyHaha, I died again!
Posted 11 years ago2013-12-17 05:37:47 UTC Post #317148
True. But I could argue that 32 units is only the bounding box of the player, and not their full width. I'll accept that while 32 units (actually 33) in-game are the tightest spot the player can get into, 32 inches are pretty comfortable for an average person.
Posted 11 years ago2013-12-17 12:31:48 UTC Post #317155
this whole short fat gordon fuckery is because of fov, on average monitors take up way less than 90 degrees of our vision, more like 50, but that's too little for a fps game, that's why valve came up with those hacks like inflating guns at the end and the latter one too and stuff like that
Posted 10 years ago2013-12-29 13:07:09 UTC Post #317303
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WIP Blohm Und Voss BV-237 Aircraft.
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2013-12-29 18:38:37 UTC Post #317306
I was testing my map after a compile and found one of the combines near a door. The thing is, this combine had no way of arriving in that state... because there's nothing to cause him damage:
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"FML man, I'm sick of chasing citizens :( "

BWAHAHAHA, I don't know, after a full day of mapping this seems amazingly funny.
Striker StrikerI forgot to check the oil pressure
Posted 10 years ago2014-01-01 00:51:32 UTC Post #317329
is of new year. twhl can into future.

Hey. There's a lot of talking here, not a lot of pictures. So how about we post some stuff from the past, to.. uh, bring in the new year? Okay. I'll start.

http://files.gamebanana.com/img/ss/maps/42794.jpg
http://files.gamebanana.com/img/ss/maps/42795.jpg
This is the oldest thing I created that is still available online, (thankfully) the rest was wiped from existence long ago.
It had jump-pads a la Quake 3, and a pit of doom with a rocket launcher hovering above it for only the most courages to attempt to get.

edit: scratch that, http://www.dedust.ru/?id=9644 is the oldest. Who's sharing this?
Posted 10 years ago2014-01-01 19:28:17 UTC Post #317335
My barndominium. Also built a model of it. I'm hoping to build my first house in a couple of years and this is my second proposal. This one has plenty of space to prefab tree houses and other projects and room to ride flatland.
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Posted 10 years ago2014-01-01 20:08:42 UTC Post #317336
Nice! Looks VERY interesting. :3
And we'll find out where you keep your money and candy. Muahaha!
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 10 years ago2014-01-01 20:20:05 UTC Post #317337
I keep them next to the shotgun ;) lol thanks.
Posted 10 years ago2014-01-01 22:40:20 UTC Post #317338
Plot twist: zeeba-G is Ron Swanson.
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-06 15:32:05 UTC Post #317386
:3

Attempting to redo an old map, lost_technology.

before:
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after:
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Still a wip...
Posted 10 years ago2014-01-06 20:36:50 UTC Post #317389
Meh...

[Zeeba's COOLification Mode] - Activated.

Though, you could round the window corners a bit imho. Unless you want them like that, of course.
Did you used texlights for the upper wall light textures?
Seems cool enough btw. :3 Nice one Zeeba. ;)
Alberto309 Alberto309weapon_spaghetti
Posted 10 years ago2014-01-06 22:26:55 UTC Post #317391
moar gooder!
Tetsu0 Tetsu0Positive Chaos
Posted 10 years ago2014-01-07 04:13:36 UTC Post #317392
Yep those are illuminated textlights. Thanks, i'll post more wip.s soon.

Edit: Bored, decided to make a sphere...
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Not so appealing. I know I should import models lol.
Posted 10 years ago2014-01-15 21:31:21 UTC Post #317516
Zeeba-G
Loving your barndominiumim, and that metal walking frame for your Lost Technology map is boss! Of all the brushwork spiral staircases posted here(including my own), the one in your barn is my fav! =P

Two more brushwork spiral staircases to add to the mix...

kaffikopp
Awesome guide and spectacular spiral staircase!

DiscoStu
You should keep working on yours and post it in here =)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-21 09:30:56 UTC Post #317575
Posted 10 years ago2014-01-21 10:11:13 UTC Post #317576
@up
looks like a postapo town or the favela from Brasil
Posted 10 years ago2014-01-21 10:19:25 UTC Post #317577
It's a combination of both! :D
Posted 10 years ago2014-01-21 21:17:05 UTC Post #317586
That's pretty sweet doodle. Is that for anything in particular or are you just engaging your mapping brain? :)
monster_urby monster_urbyGoldsourcerer
Posted 10 years ago2014-01-21 22:53:21 UTC Post #317588
NICE doodle, reminds me of a 3rd-world TF2 setting, looks great! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-22 14:47:33 UTC Post #317594
Want to use it for a singleplayer ep2 map/mod. :)
Posted 10 years ago2014-01-24 14:24:56 UTC Post #317621
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Update :)

The fog has been annoying me though, the source SDK fog stuff is kinda crappy.
Posted 10 years ago2014-01-24 20:26:47 UTC Post #317622
Yowser! Is this set in modern times or a dystopian future? (reminds me of an outlying planet settlement from Serenity fsr..) Looks great! =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-24 21:39:56 UTC Post #317623
Reminds me more of an outlying planet settlement from Firefly
Archie ArchieGoodbye Moonmen
Posted 10 years ago2014-01-24 22:15:39 UTC Post #317624
Jaynestown maybe?

Great show and great movie ;)

Doodle: Did you use an alpha layer to create the neon effect, or some other fuckery?(it looks really nice whichever way you did it) =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 10 years ago2014-01-25 00:46:02 UTC Post #317625
Alpha, func_brush set to glow, and a slow pulse light entity.
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