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 6 years ago2017-04-06 11:53:15 UTC Post #334244
That's right, no func_breakable
Wrong. There are breakable boxes that also explode. I can´t remember where exactly they are. but I think It´s the second or first level of the second episode. I am sure that there´s one in the first level of the first episode, and also scattered around in other levels.

There are rotating stuff, but I´m not sure that they are useable doors. :/

BTW: nice level Admer!!, I am now playing Quake Scourge of Armagon and I love to see that Quake´s still alive.(I play Quake1, Quake2, and their expansions once every springtime along with the first Unreal :) )
Posted 6 years ago2017-04-06 12:02:43 UTC Post #334245
Replayed base Quake 1 recently and didn't noticed any exploding boxes or rotating stuff. Weren't they added in Scourge of Armagon?
Posted 6 years ago2017-04-06 13:14:24 UTC Post #334246
No, I am surenow that there's one of those boxes in the first level of the first episode.As you enter the level follow the hall, take the lift on the left, enter the yard, cross the bridge and when you open the door you can dee and destroy the first exploding crate. The rotating stuff is on scourge of armagon, yes, you're right, but I have the impression of having seen some of that in Quake 1... will take a looksy. ;)
Posted 6 years ago2017-04-06 13:47:58 UTC Post #334247
You're right, totally forgot about these! misc_explobox and misc_explobox2 entities. They're not the HL-alike brush based func_breakable though. They are modelled and scripted to explode. What I meant by no breakables in Quake is that you can't make a wall that can be destroyed, in base game, I think that in Scourge they had better breakables, but can't be sure. Haven't played expansion pack in a while.
Posted 6 years ago2017-04-06 14:11:01 UTC Post #334248
Either in the articulator, or the tutorials, I found something related to humour in mapping. It contained stuff about flight companies across Doom, Quake and Half-Life 1. That gave me an idea about what to do next with my Quake map:

First I make the map in Quake, then port it to Quake 2, then to Half-Life 1 and then to Half-Life 2.

It shouldn't take more than a year, no?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-06 14:45:24 UTC Post #334249
IMHO Quake -> Quake 2 -> Half-Life 1 port won't take much time to make if you're using jackhammer.
Posted 6 years ago2017-04-06 15:29:28 UTC Post #334250
Windawz
Hey, what about a DM-Fractal port for Half-Life?
I've seen one and even included it in my megapack. :) Although from technical perspective maps was total horror: instead of making 4 normal sliding doors, author made ROTATING doors with speed over 9000 and no direction, just to make them appear to disappear. :D

Victor-933
I still like the original, so I'll love both :)

Admer456
It shouldn't take more than a year, no?
Not if it's a killbox (~_o)/
Posted 6 years ago2017-04-06 16:42:39 UTC Post #334251
xawari
And what about the warp gate? I suppose it was a simple trigger_teleport?

Meanwhile I compiled what I had...
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Posted 6 years ago2017-04-06 16:52:26 UTC Post #334252
@Windawz
Of course I'm using J.A.C.K. :D
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Also, look at his face:
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That just looks so funny and goofy! XD

@abbadon
Yeah, you mean one of these?
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The worst thing about them is that they don't have a trigger target. :(
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-06 18:36:39 UTC Post #334253
Windawz yup, but at least author made extended tunnels to create an illusion. There was another map of the type, actually. It had just splashy textures on top/bottom ends, but still played good.
Posted 6 years ago2017-04-06 20:07:26 UTC Post #334254
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OK, what now...
Hmm, I could add a cave. :)

And it looks not-so-lit on my phone. :/
I should turn up the lights more.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-06 21:33:42 UTC Post #334257
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O-o-o-o-oooh. That place deserves one (or two) Shamblers... or a Spawn pit!! XD
Posted 6 years ago2017-04-07 01:39:30 UTC Post #334258
What about going further and making a nicely looking level for GZDoom, Admer? It's very easy and you can still create something nice:
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Posted 6 years ago2017-04-07 03:16:41 UTC Post #334259
Yeah, you can work wonders with GZDoom if you know what you're doing.
I tried it out myself and couldn't quite get the hang of it, but you know, maybe you can do better. It's certainly possible to - and you shouldn't have FPS issues with Doom no matter your hardware!
Notewell NotewellGIASFELFEBREHBER
Posted 6 years ago2017-04-07 03:23:01 UTC Post #334260
The only bad thing about it is you have to allign the wall textures yourself. Sometimes it's really frustrating.
Posted 6 years ago2017-04-07 04:15:41 UTC Post #334261
@JeffMOD
Oh, you're so wrong. If I play DooM in 1280x800 I can still get to some below-30fps areas. :)

Though, I could also port 4Way to DooM 2, and the terrain, too! :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-07 13:33:22 UTC Post #334263
Terrain? Can you imagine how many 3d slopes you will have to put there?! xD
Posted 6 years ago2017-04-07 14:27:19 UTC Post #334265
Windawz, a lot of it is possible. Just make triangular sectors and raise their vertices so that they resemble terrain. :)

I'd say around 1024 tri sectors.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-07 15:34:29 UTC Post #334268
Maybe you're right, but Doom's engine isn't optimized for this. And if your Doom level looks too complicated then it will probably not be satisfying to play.
Posted 6 years ago2017-04-07 16:03:52 UTC Post #334269
I saw a map like that already, with terrain. Basically, a guy made an island map and it was HUGE! Man...

Anyway, that's where I got the idea of triangular terrain in DooM, so I implemented it into my first and only (yet) DooM map.

And about the complexity of my map:
Well, look at ts_untergrund. It looks complex, but it's not, really. I might pull off the same with this map. Basically, both have lots of triangles. :)
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-07 16:21:45 UTC Post #334270
Meanwhile... I found a way how to apply the same Z-axis texture projection, for all my desired surfaces:
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See the green and yellow lines? Basically, they're parallel to each other, and that's exactly what gives this seamlessness to the cliff texture. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-07 17:37:24 UTC Post #334271
Ok, this website isn't about Doom anyway so there are some screenshots:
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I hope soon this piece of s... ugh... art will be finished
Posted 6 years ago2017-04-07 19:03:26 UTC Post #334272
Looks very nice. :)

Meanwhile, I added that cave:
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I think that this was a common level design technique. You reuse the same area but for a different path, on a different place in that area.

And then, after you pass the cliff, you should enter another cave and then get to the top of the castle where you fight a lot of enemy soldiers and call it a day. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-08 00:31:49 UTC Post #334273
More progress on that Sublevels rehash. Probably gonna call it Subterrane. The released version of Sublevels is nothing like what I'd built and scrapped, there were huge gaping chasms and destroyed rail bridges and all sorts of crap. Subterrane is probably going to be closer to the original vision.
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uh oh, looks like lunchtime is cancelled...
Posted 6 years ago2017-04-08 05:00:52 UTC Post #334275
@Admer456

Yeah, this technique looks very nice, when you reuse an another path for the same location. However, I'm not experienced enough to make such things, plus I hate making terrain.

@Victor-933

Looks very nice. Would never think of such usage of that door texture.
Posted 6 years ago2017-04-08 05:23:19 UTC Post #334276
Cool quake stuff Admer, I like!

Nice one Victor. You know I never understood why the HL texture wad had Xena Warrior Princess pictures in it... Considering I don't recall them being used in original HL
Posted 6 years ago2017-04-08 15:50:00 UTC Post #334278
DM-Fractal is almost completed. Maybe I should try to remake almost every UT map. Sounds dumb but why not?
Posted 6 years ago2017-04-08 16:53:47 UTC Post #334279
@ Windaws, that's good practice for sure. Screenies look great!

Victor, i love that generator room!

I was testing out my space map and I got the env_sun and light_environment angles perfect. Also, I can't make the ship out of a physbox because they don't light dynamically and it ruins the effect of space flight.. I tested my flight thrusters with a car physics model and well...
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It's pretty hilarious seeing that thing fly around. However, now that I know for a fact the models respond well to lighting changes and such, I need to use a model for my ship.

Now I need to figure out a design for the ship and get a model going. For now though, this car will work just fine for my proof of concept.

Does anyone have a cool sciency space shuttle design they like?
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-04-08 17:05:55 UTC Post #334280
@Tetsu0 You can always use Propper to turn your brush ship into a model one.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-04-08 17:37:40 UTC Post #334281
Thanks Dr. Orange. I've used propper in the past and i'm not too keen on the results. I've been getting quite good with Blender recently, so really it's just figuring out the compilation for source.

I need to get the gameplay and storyline down first before i focus on those details though.

This will be a one-off map so i'm not going to do anything crazy.

Hell, knowing my past, i probably won't even finish this thing haha.
Tetsu0 Tetsu0Positive Chaos
Posted 6 years ago2017-04-08 18:01:31 UTC Post #334282
Looks really cool Tet!

I just got done rewatching SG1, and boy did they have some awesome ship design.. Maybe use an Asgard-styled ship? I'm also in love with the x-303 and x-304 :)

If you find you'd prefer a brushwork version over a model, I could build something for ya quick.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 6 years ago2017-04-08 18:04:28 UTC Post #334283
I've always loved space maps. <3
Hmm, that inspires me. I could make a space map for Quake. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-08 19:31:58 UTC Post #334285
CS 1.6

Each team has to run through a deadly obstacle course before joining the battle. The course takes about 30 seconds and the actual combat area involves hostages inside their own rescue zones so they only need to be "tagged out."
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But my favorite bit is the cage match. One player from each team can skip most of the obstacle course by going into the AWP Door. They are teleported into the cage and with some sounds and timing the glass in the middle breaks (which should be just in time for the rest of the team to start making it into the "viewing area"). They have a knife fight to the death and the winner has to break open a hole in the floor (which is there to make it hard for someone to get in without winning the knife fight). They jump in the whole and teleport to a sniper area where they are awarded an AWP and get to cover the hostage area.
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Posted 6 years ago2017-04-08 20:04:36 UTC Post #334286
If you're going to retexture map later then I wouldn't suggest you to do that.
It looks very nice with those simple textures.
And how could I not mention those Doom door textures =)
I'd like to see de_dust remade in this style.
Posted 6 years ago2017-04-08 20:35:05 UTC Post #334287
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Looks like I'll need to use that Z-axis projection again...
But hey, this kind of resembles the HL2: E2 caves. :D
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Secret, secret! :)
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So, this is what happens when you find the silver key.

@abbadon Sorry, a Shambler would wreck most players:
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I mean... come on! The doors open slowly, and by that time, the floor opens so the lift below goes up. So, I put 2 Enforcers and a Hell Knight* instead.

*the Hell Knight only appears in Hard difficulty
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-09 00:12:19 UTC Post #334288
If you're going to retexture map later then I wouldn't suggest you to do that.
It looks very nice with those simple textures.
And how could I not mention those Doom door textures =)
I'd like to see de_dust remade in this style.
Those are the final textures (outside of a few that may or may not get replaced with some other textures with the same style). I've made a few maps with that simple cartoon look. It gets mixed reactions but I think it's a nice change of pace in CS, especially with how many maps there are that either use drab looking stock textures or drab looking custom textures.

I was pretty happy with my "Toon Doom" door texture. :)
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Also, worth noting, the "red card key" and "blue card key" doors alternate each round and the spawns are stacked on top of each other, so each team gets to do both obstacle courses.
Posted 6 years ago2017-04-09 07:40:00 UTC Post #334289
@MistaX88
I'm glad those textures are final, for some reason they fit CS 1.6. Only playermodels remove that nice cartoonish feeling.

@Admer456
You probably spent a lot of time making those caves, but I really like them.
Maybe you should add some detail to other rooms. They look kinda dull.
Posted 6 years ago2017-04-09 08:01:35 UTC Post #334290
Victor, that first shot of Subterrane with the generator is one of the prettiest things I've ever seen in Goldsource. It's not particularly complex or detailed; there's just something about it that is absolutely perfect. Excellent work!
Archie ArchieGoodbye Moonmen
Posted 6 years ago2017-04-09 08:20:58 UTC Post #334291
Ok, Fractal is finished. I'll upload it ASAP.
Posted 6 years ago2017-04-09 20:36:58 UTC Post #334298
Great work guys! Got my hands a bit dirty with Wings 3D, made a quick model and used smoothing preview feature to see how base would smooth out before adding more details.

Breastplate with overcoat:
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Smoothing preview:
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Posted 6 years ago2017-04-10 17:48:51 UTC Post #334305
Thanks for the compliments all.

I'm working on adding more greebles and doodads. I added fan shadows in the hallways -- I blame Mr.P and his classic map "Snake" for my obsession with those.
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Posted 6 years ago2017-04-10 20:20:19 UTC Post #334308
If you mean obsession with shadows, I have an obsession with shadows, too. :)

I once put 6 DynamicLight entities (talking about CryEngine 1) hoping the 6 sharp lights would make a blur effect and give an illusion of 1 realistic light + shadows. I got 6fps, but it was totally worth it.

Hmm... I might also show this:
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This is my old school map which I made in 7th grade. This year I decided to give it a facelift because I was going to play CS 1.6 in school. The new one (if anyone's wondering) will be quite different, and will probably come out next year when I get to high school. (see, my elementary is right next to the high school, so I will still be able to work on it, and expand the map into the high school :D)

I'm extremely surprised that AllocBlock didn't even reach 60%.
Though, I'm sure that -notexscale -chop 2 -texchop 1 would work well too. :)
(well, barely, because hlrad.exe would take a few hours or a day, and it would need a lot of RAM)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-04-10 22:16:00 UTC Post #334309
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wip
Anyone here know what this is ? ;)
Posted 6 years ago2017-04-11 12:19:25 UTC Post #334313
A goldsource map! ...or where you looking for specific details? :P
monster_urby monster_urbyGoldsourcerer
Posted 6 years ago2017-04-11 12:47:48 UTC Post #334314
@Trempler

The Temple of Nod? :D
Posted 6 years ago2017-04-11 15:05:06 UTC Post #334315
Making a Renegade style map?
Posted 6 years ago2017-04-11 15:33:48 UTC Post #334316
@Solokiller

Oh, Renegade... I wish someone would ever make a C&C-themed map
Posted 6 years ago2017-04-11 18:24:53 UTC Post #334318
I was gonna say that looks like Nod's Temple. Looks like I'm not the only one. xD
Kane will be pleased.

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The Mad Carrot The Mad CarrotMad Carrot
Posted 6 years ago2017-04-11 18:51:35 UTC Post #334319
One Vision. One Purpose.
Posted 6 years ago2017-04-11 20:59:41 UTC Post #334322
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Guess it is the Nod Temple :D
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