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 ago2017-07-01 10:43:39 UTC Post #335843
Doesn't look too good? Those screens look fantastic!
Posted 6 years ago2017-07-01 13:01:41 UTC Post #335845
Thanks. If not you all, I'd probably abandon this map.

Tried to make the map as gauss-friendly as possible. There are gauss ammo packs everywhere, but to get them you have to use the gaussgun itself. All players initially have a shotgun, but there aren't any ammo for it since in certain locations it feels too overpowered. I wanted to hide a crossbow somewhere but on such an open map it would be even more overpowered than the shotgun.

Also, it looks like BEVEL is indeed a bit buggy, so I had to use NULL instead in certain places. Because of BEVEL ammo and weapons sometimes fall through the geometry.

Now all I need to do is to scatter some human bones around the map and add the ambience sounds. Maybe I will also place some grass.
Posted 6 years ago2017-07-01 15:43:17 UTC Post #335846
really I like that map :) add some torches ! :D
Posted 6 years ago2017-07-01 16:06:13 UTC Post #335847
Here you go:
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Tweaked the outdoor lighting:
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Posted 6 years ago2017-07-01 16:40:22 UTC Post #335848
Wow, this map is a real killer now! It'd be hard for me to reach this level of proficiency for working with GS and brushes.

I started working on a Half-Rats: A Fever Dream survival map (needed more fresh air). I worked on something like that before, but aimed for a map pack not a single level. It'd be hard. Ways harder than my boner model. Will post some screenshots once it's worth taking any.
Posted 6 years ago2017-07-01 16:45:12 UTC Post #335849
@Windawz It looks nice, but those lights appear to be pure white. No lights are pure white, and especially not torches with fire in them. You should add a tinge of color to them, and it might make your map look more alive.
Dr. Orange Dr. OrangeSource good.
Posted 6 years ago2017-07-01 17:02:03 UTC Post #335850
@Snehk
"It'd be hard for me to reach this level of proficiency"
Thanks but it wasn't too hard to do. The overuse of brushes also affects my Source mapping skill, so I often forget to use props instead of complex brushwork.
"Will post some screenshots once it's worth taking any."
Would be very interesting to look at them =)

@Dr. Orange

Well, the lights aren't torches at all. They are rather... Magical? Anyway, common torches are boring. But you're right about pure white. I'll give them a toxic tint.
Posted 6 years ago2017-07-01 19:16:57 UTC Post #335851
Working on floor ground layout. It should be good, as I'm aiming for cramped up spaces and I already know where I'd put stairs to upper levels.
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Posted 6 years ago2017-07-01 21:45:33 UTC Post #335853
Windawz <3 Thx mate :) Well done !
Posted 6 years ago2017-07-02 06:16:21 UTC Post #335858
@Trempler

Glad you like it =)

Now it's more obvious that the lights aren't torches. I changed the color so it's not pure white and the sprite to an animated one:
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You can see that I also changed the ceiling texture.

@Snehk

I suggest you to use NULL instead. BEVEL really is glitchy.
Posted 6 years ago2017-07-02 06:36:28 UTC Post #335859
Ha, in de_kobbl, I only used a variation of the Bevel texture on one place. It's the terrain at Mid.
Buuut, there's more terrain coming soon (it's pretty s3xy :3), so I'd guess there's more of it coming. xd
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 11:30:34 UTC Post #335863
@SourceSkyBoxer

Thank you. Such words encourage me to make more good-looking maps.

As for now, I need to take a break from mapping. Can't say when this break is going to end though.
I'll probably just wil be playing CS:GO with bots xd.
Posted 6 years ago2017-07-02 15:41:16 UTC Post #335871
@Windawz
Hey, since you're planning to take a break, I suggest you to try Call Of Duty 1 or 2. They're EPIC, you could even get some inspirations for industrial-styled maps.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-02 16:03:49 UTC Post #335872
CoD 2 was one of my first games. I played it recently and got stuck so I'll probably go replay HL 5 more times or play CS:GO with bots even more.

I also just came back from a Deus Ex 1 stream so I'm going to try this game out. It appears to be even more interesting than I imagined.

As for industrial maps, well... it's not my style. If you're making an industrial/lab map then every room must have a purpose (like storage room, control room, protosuperblackholeenergy testing room, etc) so designing a layout is critical. While making various castles/temples you mainly focus on the architecture rather than on the layout.
Posted 6 years ago2017-07-02 19:38:36 UTC Post #335875
Maybe try Medal of Honor: Allied Assault too. Haven't played this one in quite a looong while though, but I remember that it was fun.

I used bevel all this time and never encountered any bugs with it...
Posted 6 years ago2017-07-02 20:45:52 UTC Post #335876
MoH:AA, how could I even forget? :D
Try Medal of Honor: Allied Assault: Breakthrough, too. I heard QuArK works with MoH:AA, but it's a bit limited, lol.

P.S. New, exciting screenshots of de_kobbl, version 1.0.2, coming out tomorrow! :biggrin:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 17:00:03 UTC Post #335898
@SourceSkyBoxer
"But but you can't make terrain, right?"
I'm exactly the opposite:
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There was a trigger_hurt before. But I overcame my laziness.
Posted 6 years ago2017-07-04 19:19:34 UTC Post #335901
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I made it so that it sparks only when you're standing on the broken pole. And I died. xd
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I overhauled this section over here. I basically added the triangular terrain. The low-poly version will, of course, have a slightly lower-poly terrain over there. :)
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This thing was inspired by the thing in front of my house. :D
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I decided to go for a subtle, terror-like theme to match the map's background story. The lighting is improved on this part, too, although this screenshot is an older one, so the lighting is too dark here. :P
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Needs a bit brighter lighting on this part, lol.
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Now sure if I should remove this, but it seems too big.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 20:17:24 UTC Post #335904
The 5th screenshot looks good. This map needs more decals
Posted 6 years ago2017-07-04 20:37:38 UTC Post #335906
@SourceSkyBoxer

We probably have misunderstood eachother. I know how to make terrain, I almost mastered this process =)

Also, I have read in some thread that triangular prisms are in some way better than tetrahedrons (triangle pyramids), so you better use triangular prisms instead.

Triangular prisms have a big advantage over pyramids. If you want to make a cliff, it's easier to do with triangular prisms than with tetrahedrons:
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Posted 6 years ago2017-07-04 20:47:26 UTC Post #335907
I actually combine both: triangular prisms and tetrahedrons.
A great example of that is the cave in 4Way:
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This is where I used normal blocks + triangular prisms.
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But this? Triangular prisms + tetrahedrons. Yeah...

I can't wait to go back to this cute, little map. I just need to finish de_kobbl first. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-04 20:48:10 UTC Post #335908
AFAIK tetrahedrons affect the performance more, and not in a good way. Yet I can't remember why.
Posted 6 years ago2017-07-05 07:05:22 UTC Post #335910
Now I got an idea to make a room out of 4-sided pyramids. If that ends up being able to maintain itself, I guess I'll use it, lol.

Those could also be used for terrain.
I mean, one can simply, in J.A.C.K., put a whole bunch of upside-down pyramids, manipulate them to make terrain, and then just select all and press Shift+V and then Ctrl+Alt+T.
Of course, this is only if you're never going to change the terrain again, because further modifications would lead to problems, if not used well.

Oh, cool, I guess I can add this method to my big tutorial. Yay.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-05 13:25:12 UTC Post #335914
@SourceSkyBoxer

Sorry, but your screenshots are not demonstrating my method. You're using tetrahedrons, while I'll be using 4-sided pyramids:
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Now, what's the difference? Well, 2x smaller brush count. There are 16 brushes in the picture, while tetrahedrons would give me 32 brushes in this scenario. Right?

Other than that, you can make rooms with pyramids:
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And the terrain:
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(yup, the walls, too)
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But, we now get a question: "Why should we use this instead of tetrahedrons and/or triangular prisms?"
I've never directly said that you should use it. It's just another method which would be useful to know someday. Also, the automatic triangulation is a feature in J.A.C.K., so VHE 3.x users would have to correct the brushes manually, which renders this method as "not worth it" for VHE 3 users. xd

It also has other flaws. For example, after you triangulate it, you shouldn't modify it again. But it's still nice to know. Oh, also, I used a 5-sided pyramid on one part. :3

And my "big" tutorial, well:
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I haven't touched it since... I don't know. It's been months.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-07 18:02:04 UTC Post #335936
Posted 6 years ago2017-07-07 22:23:35 UTC Post #335937
This is what I've been working on and I'm proud to show it. VTF support in Half-Life 1.
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Edit: For some reason, I cannot get the console window showing, here's a copy of my log though.

https://pastebin.com/6xquZ0gj

Edit2: Finally got it, had to use NVIDIA ShadowPlay.
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More progress soon, hopefully! Next stop is image loading.

Edit Other: Though progress is slow after that point. Since I have used my hacky-methods to even get the static library to compile. If anyone knows VTF well, any help would be appreciated.
Posted 6 years ago2017-07-08 22:38:18 UTC Post #335944
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Looks like a good T spawn for a tag_ map. I hope that someday this gamemode becomes popular.
Posted 6 years ago2017-07-09 10:19:01 UTC Post #335946
I see a texture there, which I used in de_kobbl. :D
Actually, two textures, lol.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 11:32:05 UTC Post #335948
looks good windawz :D maybe we should do a map compo or challange some day :)

If you like such shit :D
Posted 6 years ago2017-07-09 12:08:48 UTC Post #335949
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I overhauled the T spawnpoints because two people have complained that their bots always die for no reason:
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Sadly, HLCSG with -onlyents works only with point entities as far as I've experienced. :/
Ah well, at least I fixed a major issue here, the buyzone is at the gun shop anyway.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 14:31:52 UTC Post #335952
@Trempler
"Maybe we should do a map compo or challange some day"
Well, the current compo has still not ended.
"If you like such shit"
Of course I do.

@Admer456
"I overhauled the T spawnpoints because two people have complained that their bots always die for no reason"
Am I the one of these two people? :D
"I fixed a major issue here, the buyzone is at the gun shop"
Hmmm, I don't recall any problems with the T spawn buyzone.
Posted 6 years ago2017-07-09 14:39:47 UTC Post #335954
@Windawz
That's because there were only 4 of us on the playtest server. 2 terries and 2 counters.

Also, you're one of the 3 people, then. xd
Not 2.

I'd also gladly participate in a mapping competition, but I have such a great lack of competitive spirit.
I prefer either collaborations or working individually over a competition.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-09 15:35:00 UTC Post #335956
I remember how I told you about the problem with the spawnpoints, during the first playtest session (I played some rounds with bots before the session started).
Posted 6 years ago2017-07-11 17:54:08 UTC Post #335990
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A wash basin with a working valve, because why not? It's a fun_ map after all. :D
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I won't lie, I got some inspiration from Deadlands by Windawz. :3
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(I know, I see the Null face in this screenshot, I'll fix it...)
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MOARRRR TERRAINNNN BOIIIII
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MOARRR PLATFORMSSSS BOIIIII
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Mortars! YAY! :biggrin:

You know, I had this problem with my func_door entities always triggering the multi_managers. Basically, the func_doors are activated by the button at the mortar launch panel, but they reset every round, and trigger it. :P
I found a solution: check the "Start Open" flag. XD

Also, new personal record! Over 9000 wpolys while standing on a specific place! Hooray!
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-11 18:42:48 UTC Post #335991
"I won't lie, I got some inspiration from Deadlands by Windawz. :3"
Aww, it's so nice :)
Posted 6 years ago2017-07-13 20:26:00 UTC Post #336016
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Would be a great example map for newbies.
Posted 6 years ago2017-07-13 21:00:11 UTC Post #336017
Time for some in-editor screens:
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Needs a texture replacement. These look a bit too bright.
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The big building with the windows is now accessible. ;)
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Trimmed, and widened so players can crawl through.
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The non-func_detail brushes here have on-grid vertexes. The door frame (which is a func_detail and has no collision) has a different scenario, as well as the crates. XD

Also, I'm close to the AllocBlock limit: 63 out of 64.
Let's push it to the limit.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 01:07:46 UTC Post #336020
@Admer Neat, I feel like the first image needs more vertical height diversity however. I'd love to see it fully rendered.

But then again, I'm a horrendous mapper, good at programming, but not mapping.
Posted 6 years ago2017-07-14 07:48:23 UTC Post #336022
Don't worry. Realistically, programming would be more useful than mapping, so there. I still haven't moved from QBasic. :(
And that's what I get for being lazy. Dangit, I'll be a failure in life.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 09:10:12 UTC Post #336023
programming would be more useful than mapping
Coders are god. :ciggie:
I'll be a failure in life.
Man, with only 15 years of age, doing the maps you do... I doubt it seriously. ;) :crowbar:
Posted 6 years ago2017-07-14 09:30:41 UTC Post #336026
Some really good screenshots lately.

Level designers are as important for any project as coders. You can code some cool new features in, but if you can't make a map you won't have much use of those. And if you can make a map but can't code, running on an empty level without too much features would be boring.

Broke out of my lazy streak and scrapped my HRAFD map, started working on a bigger and better version of it. It's loosely inspired by Killian's estate from Nocturne game.
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Posted 6 years ago2017-07-14 11:07:18 UTC Post #336028
Added fake HDR effect:
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Now the suspicious wall is even more suspicious:
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Added the third ramp along with a boulder with a RL on its top:
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Some additional detailing:
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Posted 6 years ago2017-07-14 12:00:34 UTC Post #336032
de_kobbl took a heavy beating from Glock18. So I'll have to update it again. XD
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So, I improved the bricks. Now they're not sticking out of the wall, but they're rather slapped onto it.
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Made the stairs repeat less... and that reminds me of these:
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So repetitive... :|
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I also made changes to the spades near the table. Now they look more like a V-shape thing rather than square-shaped.
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Lastly, I made the low-res textures for the GSU version. On my next map, I'll try out a new method. ^^

Basically, Glock told me that de_kobbl's biggest flaw is the fact that I have lots of wpolys. :P
I was able to reach over 7000 wpolys on the T spawn. Seriously. And I was able to reach 9000 wpolys in fun_kobbl!!! :o
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 13:08:58 UTC Post #336035
Man, that´s insane!!, a pity you can not make those props with models, modelling with milkshape is easy. :)
Posted 6 years ago2017-07-14 13:23:04 UTC Post #336036
Windawz cant wait to play that :D <3
Posted 6 years ago2017-07-14 13:32:31 UTC Post #336037
@abbadon
If I converted the tables at the cafe into models, as well as most detail props in the map, and placed the cyclers, the console would probably give me an error:

"Too many entities visible in packet list"

Yeah, that's why I completely replaced my func_walls & illusionary entities with func_details.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 14:15:53 UTC Post #336038
@Trempler

I have an idea...
Posted 6 years ago2017-07-14 14:37:52 UTC Post #336039
Before:
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After:
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HELL YEAH, halving the wpolys like it's 1999.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 6 years ago2017-07-14 15:05:48 UTC Post #336040
push it to the limit - Admer
I thought you didn't like anything that isn't traditional bosnian folk songs and refused to even look at anything else
Posted 6 years ago2017-07-14 16:22:20 UTC Post #336041
@Cd5ssmffan
I also like game soundtracks, Vietnam War songs, and Serbian war songs which Stojke hates, apparently, even though he's a Serb. I'm just so confused by that...

Oh, also, DooM 1 and 2 soundtrack in metal. :D

Edit:
Also, you think this is traditional Bosnian folk?
https://www.youtube.com/watch?v=dHQaC8iaA-0
Heck no. That's Yugoslav folk I listen to.
Hmm, I think I should post about this in the Now Playing thread. Isn't that a thread for music? :P
Admer456 Admer456If it ain't broken, don't fox it!
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