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 9 years ago2014-05-08 13:12:07 UTC Post #319308
Yes. Well spotted.

Very observant, just like that famous guy with the face from that show.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-08 18:34:47 UTC Post #319315
Next to the brush? But Urby, you better than anyone should know that the best spot is on top of that other brush.
Posted 9 years ago2014-05-09 05:45:02 UTC Post #319324
Nobody gets to see "the device" until it's ready.
Sounds kinda sexy.
Jessie JessieTrans Rights <3
Posted 9 years ago2014-05-09 13:06:38 UTC Post #319334
It is.

It really, really is.
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-09 15:49:44 UTC Post #319338
It vaguely reminds me of one of the multiplayer maps from one of the Halo games.
Looks pretty nice though.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 9 years ago2014-05-10 19:18:48 UTC Post #319351
Found the device,
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but its not ready yet.
Rimrook RimrookSince 2003
Posted 9 years ago2014-05-11 00:38:29 UTC Post #319354
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monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-11 02:50:01 UTC Post #319356
Lighting is exquisite! What compile tools are you using?
Rimrook RimrookSince 2003
Posted 9 years ago2014-05-11 03:38:18 UTC Post #319357
The Core's secret compile tools.
Posted 9 years ago2014-05-11 05:24:28 UTC Post #319358
Posted 9 years ago2014-05-11 06:41:26 UTC Post #319360
Heh, it's just vluzacn's. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-11 13:59:48 UTC Post #319364
Inb4 Urby is using low res .wads in Source. I'm calling it!
Moaby MoabyMk. III
Posted 9 years ago2014-05-11 14:44:55 UTC Post #319365
GoldSource through and through, textures scaled to 0.5 to bodge the lightmap grid. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-11 15:26:37 UTC Post #319366
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Finished the layout of my Control sequel. This is the fastest I've ever turned around a map of anywhere near this scale, having only spent about 4 days on it.
I'm really happy with the result, hopefully it'll prove fun on the server. Just got a few entity setups and lighting tweaks left to go and I'm calling it finished.

Edit: Actually, does it still count as a fast turnaround if the map has technically been eight years' due?
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-05-11 20:18:08 UTC Post #319369
It doesn't matter. Even the old version is probably the best map on the server.

[edit] no snark cave?
Posted 9 years ago2014-05-11 20:27:03 UTC Post #319370
:heart:
No snark cave :( It just didn't work with the new layout
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-05-12 03:03:45 UTC Post #319375
Well, DM_EVIL is finally at a basic alpha stage where most of what I want is in place.
I'll put a few more days into it [for gameplay sake] and then I'll release it for the server.
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The gamma is all screwy, it's actually very easy to navigate the map ingame once you know the layout.
Crollo CrolloTrollo
Posted 9 years ago2014-05-12 03:15:31 UTC Post #319376
You are the evil one. This is pure darkness. You little devil.
Posted 9 years ago2014-05-12 14:04:25 UTC Post #319382
Can't see that being a hit with most DM players...

I can see a reasonable amount on dm_quakearena but whenever it comes up in the rotation almost everyone else complains about the darkness and we change map. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-12 17:32:57 UTC Post #319389
Big cry babies enjoy the ambiance if it was lighter it would look like crap.
rufee rufeeSledge fanboy
Posted 9 years ago2014-05-12 20:26:02 UTC Post #319392
It's too dark to see your own crowbar.
Posted 9 years ago2014-05-12 20:33:55 UTC Post #319393
^^^

There's a difference between a map being 'ambient' and a map being 'unplayable'.
Archie ArchieGoodbye Moonmen
Posted 9 years ago2014-05-12 21:52:43 UTC Post #319399
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Rimrook RimrookSince 2003
Posted 9 years ago2014-05-12 22:13:19 UTC Post #319401
I'll wait for The Core to be out to comment on that.
Posted 9 years ago2014-05-13 15:31:35 UTC Post #319411
I can't be the only one trying to place games in the segments of the Venn-diagram.
Moaby MoabyMk. III
Posted 9 years ago2014-05-14 02:54:03 UTC Post #319417
How about:

Red: Tetris
Blue: Some proof of concept out there. Like Beam NG Drive.
Yellow: Don't know.

Orange: Minecraft, Antichamber
Green: Deus Ex HR
Pink: Hitman Blood Money

White: Portal/2. Fallout 3?
Posted 9 years ago2014-05-14 06:30:01 UTC Post #319419
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Someone like Aliens?? :D

Upcoming Svencoop map ;)

Current Status
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Object names Objects/Maxobjs Memory / Maxmem Fullness
---------- ------------- ------------- ------
models 228/512 14592/32768 (44.5%)
planes 12727/32768 254540/655360 (38.8%)
vertexes 20966/65535 251592/786420 (32.0%)
nodes 10018/32767 240432/786408 (30.6%)
texinfos 4135/32767 165400/1310680 (12.6%)
faces 15306/65535 306120/1310700 (23.4%)
  • worldfaces 13161/32768 0/0 (40.2%)
clipnodes 26782/32767 214256/262136 (81.7%)
leaves 6239/32760 174692/917280 (19.0%)
  • worldleaves 4355/8192 0/0 (53.2%)
marksurfaces 20623/65535 41246/131070 (31.5%)
surfedges 70501/512000 282004/2048000 (13.8%)
edges 37279/256000 149116/1024000 (14.6%)
texdata [variable] 2249376/92160000 ( 2.4%)
lightdata [variable] 1943748/50331648 ( 3.9%)
visdata [variable] 242041/8388608 ( 2.9%)
entdata [variable] 372254/2097152 (17.8%)
[COLOR="#FF0000"][SIZE=4]* AllocBlock 26/64 0/0 (40.6%)[/SIZE][/COLOR]
157 textures referenced

Total BSP file data space used: 6901409 bytes

Wad files required to run the map: (None)
3287.22 seconds elapsed [54m 47s]

Yeah and ofc the Speeds in this big wide open map are as perfekt as possible ;)
Posted 9 years ago2014-05-14 08:13:03 UTC Post #319420
What is the limit of stuff in Sven Coop?
That map is huge. Cool.
Stojke StojkeUnreal
Posted 9 years ago2014-05-14 08:18:35 UTC Post #319421
Man, I haven't played SvenCoop in so long. Looks like I might have to look into it again soon. :glad:
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-05-14 08:37:42 UTC Post #319422
@ Stojke

i use 4.8 for this map, so original hl1 limits ;)

Oh and wpolys are around 800-1200 max :D

Also thx :)

@ Urby

feel free to contact me if you want to playtest it, also others can playtest the map with me, more testers, more fun :)
Posted 9 years ago2014-05-14 18:11:04 UTC Post #319427
The kryptonite looks odd. Doesn't really look like it's glowing. Did you use a glowing texture?
Posted 9 years ago2014-05-14 18:18:58 UTC Post #319428
Are those kryptonite crystals models? To make them glow, you could set them to additive, or put a small texture light underneath their origin to illuminate them. Models sample the lighting from the surface below them. You can trick it with small texture lights. Point lights work too if you want the light to cast.
Rimrook RimrookSince 2003
Posted 9 years ago2014-05-30 20:01:44 UTC Post #319611
I unveil...mass produced Ray!
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And by mass I mean four. The Goldsrc engine can't handle any more.
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Moaby MoabyMk. III
Posted 9 years ago2014-05-31 01:10:50 UTC Post #319616
hgfhjghjgjkg.jpg? i lol'd.

Good work too. Can't wait to see it textured.
Rimrook RimrookSince 2003
Posted 9 years ago2014-05-31 08:52:04 UTC Post #319619
Hey, guys. Again, long time no see! Studying for finals primarily and working a bit on your map makes it hard to visit forums.

Urby, fantastic job, as always! I really like the theme you've got going.

Archie, I like the layout, though I can't say I'm familiar with the first one. Can't wait to see ingame screenshots.

Tremplar, I really like the concept, but, aside from the last image, it's really friggin' dark, and lacks the great lighting you put out so far.

Moaby, I remember working on humanoid creatures using brushes. It was a pain in the ass. It looks great, but needs textures. Badly.

Anyways, here's my contribution. I need comments! I've heard the lobby looks empty, and that the lighting is dull, but it's supposed to be a nightmare (vision from the G-Man), so I'm going for an uncomfortable vibe. The only sounds are from a vending machine and (will be) from the protagonist, Eli, typing.

Most of these are currently HL1/HL2/Ep2/CS:GO props and textures. I'll soon replace them all.

Also, do you advise against texlights? In CS:GO, I see VALVe uses normal lights where texlights should work. Is there a major reason for this?
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http://steamcommunity.com/sharedfiles/filedetails/?id=265599749
Posted 9 years ago2014-06-05 07:39:31 UTC Post #319653
Posted 9 years ago2014-06-05 17:25:42 UTC Post #319658
A house I designed to possibly build some day soon.
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Posted 9 years ago2014-06-05 19:44:35 UTC Post #319659
That is one big ass truck.
Posted 9 years ago2014-06-05 20:44:19 UTC Post #319660
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She is 17' long and 6' tall. I used the scale 24 units= 1' wide and 20 units= 1' tall. The garage is pretty small.

The scale works for architecture, but not for railings and props. I made the truck to full scale though to see how it would fit in the garage.
Posted 9 years ago2014-06-06 01:05:58 UTC Post #319661
In Hlaflief, the Inches to Units conversion is actually 1:1 and it doesn't change until HL2, 16 units being 12 inches. Many games began using conversions because computers and computer related computery things were always in powers of 2. 16, 64, 256 etc are good number to associate to feet or meters. It's also comfortable in the editor since mapping in a 12 unit grid is still funny feeling. Try it some time. Hammer can be set to 12 and you can make really real-world accurate stuff. The texture scale needs to be 0.75 though.

Oh, FYI the player in HL is 72 units tall.
Rimrook RimrookSince 2003
Posted 9 years ago2014-06-06 01:58:32 UTC Post #319662
My dad had a F250, what a pain in the ass to park.
Crollo CrolloTrollo
Posted 9 years ago2014-06-06 03:04:43 UTC Post #319664
You don't understand. It's an American Thing.
Posted 9 years ago2014-06-06 14:06:02 UTC Post #319665
Our trucks are bigger than our garages. I suppose it's a euphemism for something.
Rimrook RimrookSince 2003
Posted 9 years ago2014-06-06 20:10:46 UTC Post #319666
I never understood why americans have these super-sized trucks when most of the roads are flat and you could save a lot of fuel... I guess it's a paradox that Tesla motors resides in USA.
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2014-06-06 23:02:39 UTC Post #319667
Eh, drive around here and within a quarter of an hour you'll have seen dozens of people driving those massive 4WD around the city, where they surely don't need it.
Jessie JessieTrans Rights <3
Posted 9 years ago2014-06-08 11:21:42 UTC Post #319675
Are screenshots of CS:GO maps fine?

I'm working on a de_ map with a (mostly) standard 4-square structure. It's a decrepit missile launch facility that's supposed to look kind of dark/dingy without impacting gameplay. I'm probably going to tweak the lighting forever before concluding that I've actually created an unplayable mess, but whatever. I'm also fostering a growing hatred of concrete textures.

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Feedback would be great. I have a few more screenshots if anybody's interested.
Posted 9 years ago2014-06-08 11:22:33 UTC Post #319676
Well, that didn't work.
Posted 9 years ago2014-06-08 11:56:16 UTC Post #319677
You can actually edit your last post... but you just blocked yourself. :P
monster_urby monster_urbyGoldsourcerer
Posted 9 years ago2014-06-09 18:27:58 UTC Post #319698
If we aren't able to edit our posts based on the fear that there will be just too many dicks on the forum, then we should at least have an edit history. Solves the problem.

And anyway there are ways to cheat the system.
Striker StrikerI forgot to check the oil pressure
Posted 9 years ago2014-06-10 00:40:37 UTC Post #319718
I think the system is fine. Let people edit anything and it'll just cause problems.
If for whatever reason you really need something blocked edited, the admins can help.
Jessie JessieTrans Rights <3
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