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 8 years ago2015-08-21 16:06:00 UTC Post #326791
I hope videos are also okay :D
https://www.youtube.com/watch?v=gtuPGNjq244
https://www.youtube.com/watch?v=oFXJsmDpeos
reasons why Sven Co-op v5.0 will be fun :D
Posted 8 years ago2015-08-22 20:14:15 UTC Post #326799
https://www.youtube.com/watch?v=oFXJsmDpeos
func_vehicle 2015!!
You're making me really, really happy, Trempler
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Oskar Potatis Oskar Potatis🦔
Posted 8 years ago2015-08-23 11:57:58 UTC Post #326813
greatest youtube video ever
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-08-28 12:09:41 UTC Post #326858
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The trainstation you start outside in a mod I'm working on.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-08-28 12:35:50 UTC Post #326860
Got a good classic look. I like, I like.

I assume you will update the map on the left with an updated version once your layout is done? :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-08-28 12:57:01 UTC Post #326862
I might replace it with an actual subway line map of the in-game... uh... maps when they are done. Though it's a really small detail that will be only visible for five seconds anyway, and it allready look like a map of the transit system, but yeah, I was planning on replacing it.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-08-28 13:55:02 UTC Post #326864
That subway platform reminds me of the beginning of Half-Life: Life's End. All it needs is the drunk, sleeping Barney on the bench.
Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-08-28 14:48:17 UTC Post #326865
User posted image
Custom soda machine texture. It's purple. Way too purple.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-08-30 16:23:56 UTC Post #326882
The purple is the least of your worries - I mean you're using comic sans.
never use comic sans
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-08-30 17:20:38 UTC Post #326883
Comic sans-tastic!
Anyway, two more screenshots from the aforementioned train line.
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(I'm still heavily working on the area in the seconds screenshot. There's a reason I only took a picture from that side...)
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-08-30 19:37:21 UTC Post #326884
/me like. Good work. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-08-30 20:26:29 UTC Post #326886
i have been modelling this tank for a few hours
so far there are not materials and it is WIP!
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Posted 8 years ago2015-09-03 17:34:42 UTC Post #326905
Can you believe how bland this shaft originally looked?
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Fantastic how some changes to lighting, and a few things sticking out and jutting in can drasticly change the look and feel of an area without changing how it works. Even though you are just supposed to sit in a rail car and will only see it for 5 seconds... :rly:
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-04 13:03:54 UTC Post #326907
So what's this mod Doc.O? Is it on Moddb at all? Is it your mod or are you just mapping for it? I'm interested. :)
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-04 15:41:13 UTC Post #326908
You know you're mapping good stuff when you get Urby's attention. :cool:
The Mad Carrot The Mad CarrotMad Carrot
Posted 8 years ago2015-09-04 16:21:35 UTC Post #326909
It's my mod. Got a few maps, a complete story have allready been written, most of the blueprints and planning are safely stored in the back of my head, and it's sure to have a very in-development-ish name: Black Mesa North... I need to come up with a better name before it's too late :nervous:
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-04 20:09:47 UTC Post #326910
You know you're mapping good stuff when you get Urby's attention.
Heh, I'm just a sucker for classic Half-Life.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-05 11:40:12 UTC Post #326913
Simple cargo truck. I made it from a vehicle prefab pack I downloaded, removed the canvas and flatbed at the back, and added by own flatbeds with some crates on it. I'm not sure it's entirely polygon budget efficient, but I'll use a killtarget on it anyway once it's rolled out of sight, so...
User posted image
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-05 13:22:18 UTC Post #326914
Why are you scared of wpolies?
Archie ArchieGoodbye Moonmen
Posted 8 years ago2015-09-05 17:10:59 UTC Post #326916
I've started experimenting with detail textures.
User posted image
I personally like them, but I've made them optional and off by default for those who prefer the 'classic' Half-Life look. They can be enabled/disabled through a checkbox in the "advanced" options menu.
Why are you scared of wpolies?
Becuase framerate issues? I don't know, but I think less is more in this case. Bit of irony when dealing with the detail textures, but...

EDIT:For some reason, detail textures all of a sudden without any particular reason stopped working on most default textures. Custom textures and OUT_GRVL2 still seems to work. Anyone got any help with this?
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-05 17:48:09 UTC Post #326919
I don't think flatbed trucks have their axles spaced like that :P
Posted 8 years ago2015-09-07 23:16:18 UTC Post #326929
Balls out Falls-out.
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User posted image
User posted image
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Dimbeak DimbeakRotten Bastard
Posted 8 years ago2015-09-08 03:29:39 UTC Post #326930
Oh hey I know those places.
Posted 8 years ago2015-09-08 14:09:11 UTC Post #326931
Acceptably post-apocalyptic, if a little empty.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-10 01:45:50 UTC Post #326935
User posted image
Not so much a WIP as concept art. I'm not sure how I want to proceed with this theme yet :P
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-10 06:35:17 UTC Post #326936
Don't ask me how you'd script it all, but I immediately thought of a scenario where the mapper was trying to kill you while you walked around inside his WIP. Watching his mouse pointer move about dragging, stretching and deleting brushes to try and catch you off guard.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-09-10 08:47:50 UTC Post #326937
kinda like the real world, Strider. Yeah, that would be a nice metaphor

And Orange, Dimbark, very nice
Posted 8 years ago2015-09-11 02:56:49 UTC Post #326938
I tried to do that once. The map was going to be a mixture of fullbright areas, flat rendered brushes and that. I think the map was going to be called func_incomplete. Of course, I never finished it.
Posted 8 years ago2015-09-12 15:15:17 UTC Post #326939
I tried to make the sollution to this puzzle subtle.
User posted image
This is in no way, shape or form a questionable gameplay design decision.
Dr. Orange Dr. OrangeSource good.
Posted 8 years ago2015-09-12 16:04:34 UTC Post #326940
That right there is a hazard course level puzzle :hammer:
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2015-09-12 23:43:59 UTC Post #326941
User posted image
there's a real metroid style hatch for you

and it's completely cheating by using ripped textures from the game and making brushes from there.. and ripped sounds too!

compare with
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ripped texture seems to be of less quality than the screenshotted one so there must be a higher quality one somewhere in the game's files
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-13 09:14:13 UTC Post #326942
wow nice :D what are you doing there, tell me more :D
Posted 8 years ago2015-09-13 14:55:18 UTC Post #326943
It's a bit of an intricate system:
1 trigger_multiple
1 fund_illusionary
1 func_button
2 env_renders
2 ambient_generics
6 fund_doors.

The triggers trigger the button, as the Burbutton abuses the fact in can be shot to activate just like in metroid. Button triggers the env_renders which either fade in or fade out the blue glow ( additive texture) which then trigger the door to open. Totally needs spirit to function properly.
Only issue is that spirit should allow you to change fund_doors to fire their targets as they move, rather than after moving. This doesn't work. So the opening sound works fine, but the closing is triggered after the door shuts which is a bit weird. Works exactly like the game.
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-13 16:07:00 UTC Post #326944
That's pretty sexy instant mix!
Did you get a texture rip from Prime?
Tetsu0 Tetsu0Positive Chaos
Posted 8 years ago2015-09-13 20:26:07 UTC Post #326945
I did indeed, but pretty sure if I want to release it I'll have to make some custom textures
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-14 15:34:28 UTC Post #326952
God hammer really needs instances for goldsrc. Even changing the names for two prefabs was a bitch enough

https://www.youtube.com/watch?v=zBwRL2JcSKw
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-17 11:53:49 UTC Post #326975
The stalkers...
User posted image
They patrol.
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2015-09-17 13:48:11 UTC Post #326976
Those are definitely striders.
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-17 13:50:57 UTC Post #326977
Yes. Give them back.
Strider StriderTuned to a dead channel.
Posted 8 years ago2015-09-17 14:06:38 UTC Post #326978
I guess they are both
Posted 8 years ago2015-09-17 14:22:21 UTC Post #326979
They're not stalkers, they're strikers. I mean, striders.
Jessie JessieTrans Rights <3
Posted 8 years ago2015-09-17 15:48:31 UTC Post #326980
I posted this and went for a jog. Something was constantly itching my brain.
Now I know what it was!

The stalkers were a little bit more to the left. In the middle there were just some snipers.
Striker StrikerI forgot to check the oil pressure
Posted 8 years ago2015-09-17 17:37:51 UTC Post #326981
They must be really good snipers, I can't see them anywhere!
Notewell NotewellGIASFELFEBREHBER
Posted 8 years ago2015-09-17 20:34:52 UTC Post #326982
Hahaha. If that was a genuine typo... well, it was gold
monster_urby monster_urbyGoldsourcerer
Posted 8 years ago2015-09-18 14:03:13 UTC Post #326986
I like the iris door principle. Used the same thing in one of my maps a long time ago.
The light effect makes it really cool, and the texturing is great.
Stojke StojkeUnreal
Posted 8 years ago2015-09-18 20:28:50 UTC Post #326987
Turns out sven coop isn't actually based on the spirit engine, so my doors are totally broken. Sven coop dreams straight through the floor. Anyone know if the new version of Sven has support for spirit-y stuff?
Instant Mix Instant MixTitle commitment issues
Posted 8 years ago2015-09-18 23:11:48 UTC Post #326988
ask their forum svencoop.com

(they have downloads for making maps too)
Posted 8 years ago2015-09-19 07:29:11 UTC Post #326990
Instant Mix, sven-coop was never based on spirit of halflife, but we use a lot of advanced entities. You can do even more advanced stuff in Svencoop. Also soon with 5.0 released you also can code your own entities with angelscript support :)
Posted 8 years ago2015-09-19 10:27:39 UTC Post #326991
(Trempler @ 19 Sep 15, 03:29)

Also soon with 5.0 released you also can code your own entities with angelscript support smile - :)
Neat. Scripting minicompos? :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 8 years ago2015-09-19 11:41:10 UTC Post #326992
Sure this would be possible :)
Also everyone can join since svencoop 5.0 is free standalone and you dont need half-life 1 anymore to play it, also you have the hl1-singleplayer in svencoop 5.0 with merged maps and a teamplay/coop survival mode.
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