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 7 years ago2016-11-06 20:51:56 UTC Post #332216
Nice work as allways andrew :D
Posted 7 years ago2016-11-06 20:52:33 UTC Post #332217
Nice work as allways Highlander :D sry for double post !
Posted 7 years ago2016-11-11 18:38:51 UTC Post #332251
I continued working on my Sven Co-op map pack "Sandstorm". It's doing very well ever since the update that fixed the enormous lag on OpenGL.
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And here's one of the much older screenshots:
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This is pretty much the basic setup behind it:
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And, yes, I used teleporting func_trains for that one. It's the 2nd level, sandstorm1
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-11 20:23:02 UTC Post #332252
I do love the teleporting func_trains method.
I don't suppose sven-coop has fog? Could maybe use some of that to simulate a/the sandstorm and mask the draw-distance point (unless that's just where your skybox bounds are?)
Notewell NotewellGIASFELFEBREHBER
Posted 7 years ago2016-11-12 19:05:38 UTC Post #332255
Well, they ARE the skybox bounds, because I increased the view distance to 8096. Also, the func_trains look like they "pop up" when they teleport. In Software mode, they used to be visually blocked by the sky brushes, because I created another sky room.
Apparently, entities behind sky brushes are displayed even though they should not.

Actually, I can use sprites to simulate fog. I think fog isn't a thing in Sven Co-op, HOWEVER, I can use sprites with the following:
  • Render Mode: Texture
  • Render Amount: 100 (defines the density)
  • Render Color: 255 200 128 (let's give it a sandy colour)
  • Filename: sprites/wep_smoke_01.spr
  • Scale: 2 to 10 (varies from each "particle")
I also added 10 same sprites with the Glow render mode, and they look cool.
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(look up, it looks like a white blob)
The glow sprites disappear when you're far away, and shine when you're very close. So it makes a wonderful extra smoke effect.
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EDIT: Yes, it's 640x480. I don't have a high-end card like the GTX 1080, but rather an iGPU which is worse than Intel HD Graphics.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-12 19:33:00 UTC Post #332256
Fog is partially functional in Sven Co-op, see this for more information: https://sites.google.com/site/svenmanor/entguide/env_fog
Posted 7 years ago2016-11-12 20:51:22 UTC Post #332258
@Solokiller
Thanks, but it apparently won't work well with my truck. It's because the camo net has Render Mode set to Solid. And it says that entities with Render Mode other than Normal won't be affected.

But I will still use it on the second map, with the osprey ride.

"How do you like the sandstorm here, fellas?" - Sgt. Belly in sc_sandstorm0.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-13 09:09:16 UTC Post #332264
@Admer456 Are you going to have Darude - Sandstorm play on a loop in the background?
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-11-13 10:39:36 UTC Post #332265
@Dr. Orange
Good idea, but not exactly where I plan to insert it.

Darude - Sandstorm will be in the credits and a cinematic cutscene,
Foghat - Slow Ride will be in the osprey ride,
and for the rest, I'll make my own, probably. That includes:
  • The hill defense
  • The jeep ride
  • Other parts and sequences
  • The ending sequence
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-11-13 17:17:46 UTC Post #332266
For the osprey ride, how about have another helicopter or 2 flying along in formation in a spot such that they cover up the draw distance/skybox cutoff point?
Posted 7 years ago2016-11-13 18:11:40 UTC Post #332271
@Dallas
It wouldn't work, because the players can move around freely and I don't want to freeze them in a spot :(

Hmm, but then I would have to control the players even more, because these rushers can go out everywhere. When the osprey's tail explodes, you can actually get out through the window on the osprey's top.

Still, fog is my #1 option.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-12-03 17:10:55 UTC Post #332529
Some Work in Progress screenshots of my entry to the new competition. See if you can figure out what it is!
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Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-03 20:50:35 UTC Post #332532
Nice! Glad to see wip's.
Posted 7 years ago2016-12-03 21:45:20 UTC Post #332534
Oh, isn't that Water Hazard from Half-Life 2?
Well done :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-12-03 22:19:10 UTC Post #332535
Don't let the water fool you - the competition only covers HL1 maps as originals :P With that in mind, it kinda looks like the Surface Tension map where you start in the pipes and canal before coming up to fight the tank and a bunch of grunts. But only kinda.
Jessie JessieTrans Rights <3
Posted 7 years ago2016-12-03 22:36:07 UTC Post #332536
It's not Surface Tension, keep guessing :)
Either way, here's an in-Hammer overview that doesn't show a lot.
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Also, spoiler: if you didn't like Water Hazard in Half-Life 2, you probably won't like it... Hope you like airboating :P
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-04 01:52:59 UTC Post #332538
The filenames give it away! It's On A Rail. The first screenshot is the junction where you have to move the claw.

Nice idea!
Strider StriderTuned to a dead channel.
Posted 7 years ago2016-12-04 04:46:08 UTC Post #332539
Very cool, I thought it was Residue Processing for a moment. I actually hate Residue Processing so I'm glad it's On A Rail. :)
Posted 7 years ago2016-12-04 10:57:24 UTC Post #332544
Nice head! Is it for Goldsource?
Posted 7 years ago2016-12-17 01:21:49 UTC Post #332746
I've just started on a new CS map, here's how it looks in the editor: http://imgur.com/Ksram15

Top view:
http://imgur.com/WBYtV0P

Any suggestions? I don't have a definitive plan or layout, I'm just making stuff randomly for now
Posted 7 years ago2016-12-17 07:29:12 UTC Post #332751
Hmm, from what I see, this is a perfect setting for a harbour, or a bay.
I don't have suggestions other than placing crates and ladders on some spots.
Maybe you could add some shelves somewhere and a couple of buckets, along with a static forklift.

Also, since you're using Imgur, you can go into your account's images, and click on any image. Now, you'll see embedding options. Select Large Thumbnail, copy the BBCode, and paste it here.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2016-12-17 13:48:12 UTC Post #332752
I've got it. Thanks.
Posted 7 years ago2016-12-17 16:46:37 UTC Post #332756
oh tread for wips nice i was uploading them to show my wips. its nice :)

its a concept map, im working on.

i know its blocky, empty and wall sizes are bad. but it is much about concepting. ill add crates, barrels and stuff.

idea: minimalist hardcore cs map, distinctive colors.

first time embeding a screen hope did right :)
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Fixed your embedded image - Mod
Posted 7 years ago2016-12-17 17:36:08 UTC Post #332760
I dunno if it's the texture, or if you're mapping off grid, but that tile floor really upsets my OCD
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2016-12-17 18:11:04 UTC Post #332763
its 48*48 modified original half-life tile :) placed on 64X units thick walls :D and also not alligned one brush texture to another :D i was hoping nobody will notice but you noticed :D

im gonna scrap it and remake new and more spectacular map :D

main reason of making this concept map was thinking and experimenting on color concept :D
Posted 7 years ago2016-12-22 09:28:27 UTC Post #332812
Making an artic map ^^
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REBELVODKA REBELVODKASemper fidelis
Posted 7 years ago2016-12-23 05:46:18 UTC Post #332814
i was hoping nobody will notice but you noticed
You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.

On a note of my own, I'm pulling an old project out of stasis to continue working on not only my level design, but texture and 3D art skills as well. It may feel a little familiar.
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Crypt Crypt120% sorry!
Posted 7 years ago2016-12-23 10:48:46 UTC Post #332816
@Crypt That looks great. Is it for the current competition or just an independent project? Looks good anyway!
Dr. Orange Dr. OrangeSource good.
Posted 7 years ago2016-12-23 13:22:05 UTC Post #332822
Certainly looks a lot like office complex whatever it is; last screenshot seems like the area where Barney gets ambushed by a zombie, and the office filled with electrified water.. well, self explanatory.
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2016-12-23 14:17:05 UTC Post #332825
Thankies, Orange! And yep, it's OC, obviously. It's not for the compo, though. Don't have enough time to push out anything that quickly, unfortunately, even though I desperately wanted to do something Crossfire-related for this one (or partake at all).
Crypt Crypt120% sorry!
Posted 7 years ago2016-12-23 15:02:48 UTC Post #332827
i was hoping nobody will notice but you noticed
You can't show a rookie design error on a forum filled with experience designers and expect it to go unnoticed.
yes :D poor me :D i was thinking "people concentrate to my concept so they wont notice flaws, so im gonna upload without fixing it yet"

obviously there is not enough concept details to make people concentrate, just plain walls :D but my mistake i didnt think at the first time "its not yet detailed much so flaws will be noticed instantaneous." :D

thanl you guys, your critics are good for a rookies like me, i didnt even notice some flaws without you :)

im continuing to develop mapping skills :D im planning to give lots of details to this map, i wont let this concept die :D

i didnt recognize these first 2 pictures but it seems office complex, first i thought its for somekind enhanced goldsource but after examining, its for source(lol :D). goodluck on it.
Posted 7 years ago2016-12-28 18:28:05 UTC Post #332877
Been messing around with Blender to try and copy an electron microscope image of a record player stylus.
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I wouldn't be happy with it normally, but I'm not too invested in this. I actually only started it to test an idea I had for how to convert waveforms into heightmaps, a technique which I used to make the record grooves in the image.
I also added some chromatic aberration, mainly to see if I could make it look realistic enough. I'll just ask everyone to ignore the fact that it wouldn't appear in an electron microscope image.

And Crypt, those are some sexy looking screenshots.
Alabastor_Twob Alabastor_Twobformerly TJB
Posted 7 years ago2017-01-08 14:57:54 UTC Post #332986
This is my first "serious" mapping project. It's a competitive de_ map for the more general audience (pub servers =3). If not public servers, then at least one clan will accept it (I'm making the map for them):
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Therefore, it won't contain breakable stuff, vehicles etc. Just a plain, classic CS 1.6 map with 2 bombspots.
When I finish the de_ version, I will make the fun_ version which will contain breakable stuff, barrels, pushable boxes, vehicles, mounted machine-guns, and so on...

The map itself is basically a mix of de_storm, de_cbble (1.6 and CS:GO's Cbble), and de_forge. Storm's aesthetics and visual style, and the layout is a mix between Cbble, Forge and my own planning.

Also:
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Hehehe... the power of J.A.C.K :cool:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-09 14:38:04 UTC Post #332998
Looks cool. Could use a bit more visual contrast and focal points, imo. Some varied lighting would really help.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2017-01-09 15:51:39 UTC Post #333001
So, I need a less-intense ambient light, and stronger street lamps. OK =3
Best of all, I might get paid for this map :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-09 17:42:53 UTC Post #333006
Grabbed the textures from Heretic II and decided to experiment a little. :D Only the lantern sprite and the skybox aren't from there.
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Posted 7 years ago2017-01-09 19:55:47 UTC Post #333007
Grabbed the textures from Heretic II and decided to experiment a little
I'll take your word for it. I can't see shit in that screenshot. Haha.
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-01-09 20:59:02 UTC Post #333010
I'll take your word for it. I can't see shit in that screenshot. Haha.
Dang, I knew I overdid the whole night lighting. <_>
This should be better.
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Posted 7 years ago2017-01-09 23:07:58 UTC Post #333014
It looks like our maps share a few aesthetic features =)
Medieval-styled, brown, and cold, really cold. Like, -5°C cold. It's also night time. Maybe a coincidence? I don't know :P

Message for everybody:
Now, someone told me not to use =3. I thought it's an alternative for :3. So, if you see a =3 in my posts, don't think that it's a... I don't want to say it.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-12 00:01:04 UTC Post #333035

3 is fine, as long as you don't include the 'c'

Posting c=3 is totally unacceptable and will not be tolerated.

...awww shit

@Yashka, that looks pretty damn nice. The first screenshot isn't actually too bad in terms of lighting. I guess my office screen is slightly darker. :P
monster_urby monster_urbyGoldsourcerer
Posted 7 years ago2017-01-12 02:13:26 UTC Post #333036
I have never encountered the above string. Except... hmmm...

18 = 5c + 3

Find c.

(To remain on topic, no, I can barely see anything in the first screenshot, the second one is definitely better)
Posted 7 years ago2017-01-12 11:57:45 UTC Post #333039
Update on my map:
The Ts can get to site B quicker than CTs.

So, I was too lazy to change the layout, and I punched a hole in the wall.
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I, hopefully, balanced the layout now =3

@Urby
I believe that my physics teacher wrote that on the blackboard once, in 8th grade.
c stood for specific thermal capacity and its value was 3. But also, the unit for c is J/kgK so I don't think anyone noticed the mature joke, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-14 14:33:51 UTC Post #333058
Hmm, I added some blue lights:
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How about that?
And, wow. I get rekt by bots, on easy! I'm normally OK, but this map is really bot-friendly.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-14 19:14:44 UTC Post #333059
Scripting a thing - its become... complicated ;)
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Posted 7 years ago2017-01-14 23:45:55 UTC Post #333063
I love entity scripting <3
I've made: sc_sandstorm's osprey ride, sc_sandstorm's truck ride, sc_junglemission's jeep ride, project_action's car ride, ts_untergrund's projector, a laser bridge, my school map's post-explosion camera sequence, coop_action's explosion sequence, and so on...

Yeah, it's fun until it gets complicated :/
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-15 21:59:19 UTC Post #333069
I have some more content. I've finished the secret rooms :D
And I've sparked some details on the wall:
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Precisely, on the wall's remains, lol. I hope the image isn't too big in terms of resolution, because I'm posting this from my phone.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-16 00:14:50 UTC Post #333070
Quite clean for broken reinforced concrete!
Posted 7 years ago2017-01-16 10:49:58 UTC Post #333073
Looks like the decals aren't visible enough :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 7 years ago2017-01-16 21:42:46 UTC Post #333079
It's good, I think what Discotsu is trying to say is that it could use more debris.
Posted 7 years ago2017-01-16 22:48:29 UTC Post #333080
Debris? I know exactly what to do, muahahahahaa...
Admer456 Admer456If it ain't broken, don't fox it!
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