Post your screenshots! WIP thread Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 11 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 1 year ago2018-03-11 08:54:57 UTC Post #338997
That's some serious dedication. :D
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-11 09:20:37 UTC Post #338998
So my laptop should be able to run your maps at 40fps or more. Good to know! :P
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2018-03-12 21:26:43 UTC Post #339009
Posted 1 year ago2018-03-13 11:12:53 UTC Post #339014
NOTICE:

Is not a mod of hl1, is I have skins customized
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REBELVODKA REBELVODKAAlea iacta est
Posted 1 year ago2018-03-14 22:26:25 UTC Post #339022
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Windawz WindawzI'm not a robot.
Posted 1 year ago2018-03-15 17:41:18 UTC Post #339028
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2018-03-15 18:15:10 UTC Post #339029
I never thought to make vibrating machinery. That's brilliant!
Posted 1 year ago2018-03-15 21:09:51 UTC Post #339030
Said a man who's never lived life to its fullest.
Crollo CrolloTrollo
Posted 1 year ago2018-03-15 22:51:14 UTC Post #339032
Victor, that's so beautiful. What does it look like with filtered textures on rather than off?
Blurry
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-16 04:38:31 UTC Post #339034
yeah, what Urby said.
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vs.
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Posted 1 year ago2018-03-16 04:49:46 UTC Post #339035
Posted 1 year ago2018-03-16 13:10:50 UTC Post #339036
Nice. Try putting a bright env_light in front of the door. Let the shadows play across the geometry of those cylinders. Make it dramatic, ya know?
Rimrook RimrookGoldsource Guru
Posted 1 year ago2018-03-17 07:21:11 UTC Post #339040
I love that 1 2 3 4 5 6 though. :]
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 year ago2018-03-17 11:57:37 UTC Post #339041
I just noticed that those two pics were different because of the texture filtering. That isn't very clear on a phone screen.

I like the unfiltered one, and I've always like unfiltered HL1. :)
Rimrook RimrookGoldsource Guru
Posted 1 year ago2018-03-17 21:33:15 UTC Post #339044
Changed the small temporary storage building into a larger warehouse. It's split into three parts and there will be offices on the second floor. It's still WIP and not textured, and there are placeholder "stairs".
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The map is going to feature a ship (it's a dock-based mission). I'm going to build it according to "The Northwind" plans. I'll most likely build it with brushes and patches.
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Posted 1 year ago2018-03-19 03:22:53 UTC Post #339051
But- it's popular culture that captains have a large luxurious suite at the back with large windows.
Posted 1 year ago2018-03-19 23:20:16 UTC Post #339054
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Windawz WindawzI'm not a robot.
Posted 1 year ago2018-03-20 09:34:26 UTC Post #339056
That's funky looking. Lots of grey in the textures, but I assume you will be adding some varied lighting and such to jazz things up?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-20 15:23:51 UTC Post #339057
The map will mostly be lit with purple lights so I can't promise a great color diversity. I can't think of anything else that'd fit.
Windawz WindawzI'm not a robot.
Posted 1 year ago2018-03-21 10:57:43 UTC Post #339058
I did some stuff.
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UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-21 13:34:16 UTC Post #339059
Looks nice, Insert The Core release date joke here.
Posted 1 year ago2018-03-21 15:42:36 UTC Post #339060
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! :P
Posted 1 year ago2018-03-21 16:04:53 UTC Post #339061
Posted 1 year ago2018-03-21 16:26:24 UTC Post #339062
trying again at single player crap
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I should probably learn to plan things out instead of just winging it.
Posted 1 year ago2018-03-21 23:36:55 UTC Post #339064
Urba, you should try using light_shadow of VHLT for those doors so the light does not bleed or arrange the lighting so that it doesnt happen! tongue - :P
I usually do... I must have missed those ones.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-22 05:09:15 UTC Post #339066
If the core has custom code i hope you release a linux version too!
Posted 1 year ago2018-03-22 11:14:18 UTC Post #339069
Does Spirit work on linux?
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-22 12:05:37 UTC Post #339070
google seems to say yes!
Posted 1 year ago2018-03-22 13:26:58 UTC Post #339071
Well then... it might work.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-24 22:21:41 UTC Post #339102
Posted 1 year ago2018-03-24 22:33:19 UTC Post #339103
Lovely stuff
UrbaNebula UrbaNebulaGoldSourcerer
Posted 1 year ago2018-03-25 15:48:47 UTC Post #339104
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2018-03-25 16:00:25 UTC Post #339105
Victor, I absolutely love all of the stuff you produce. The what, 8 bit gif you have just reinforces such a "quake 2 but not naff" vibe. Really, really love it. Is the condensation getting less visible at the bottom or am I making that up?
Thanks. And yes, it's four different func_conveyors set to texture rendermode with decreasing opacity on each (80 -> 60 -> 40 -> 20). I used the same trick in DM_Subterrane to make the waterfalls fade into the darkness in that room with the big pit.

Funny you mention Quake 2, I actually took a lot of inspiration from id's industrial art styles, especially Doom 3.
Posted 1 year ago2018-03-26 02:46:39 UTC Post #339108
Love it!
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.
Posted 1 year ago2018-03-26 07:35:24 UTC Post #339109
Question though: Does the dripping have an accompanying sound looping at the same period? Because that seems harder to do.
Nope. That room's noisy enough you wouldn't hear it anyway.

If I was worried about it I'd probably make the sprite non-looping, pair it with a non-looping ambient_generic, and rig up a system to trigger it every few seconds, so it wouldn't get out of sync.
Posted 1 year ago2018-03-27 11:54:10 UTC Post #339118
Posted 1 year ago2018-04-02 17:55:34 UTC Post #339145
brilliant map :)
also here something to piss you all off.
https://www.youtube.com/watch?v=3mSToPx0o-I
Posted 1 year ago2018-04-02 19:10:51 UTC Post #339146
That Quake3 railgun sound :)
Reminds me of SOMA.
rufee rufeeSledge fanboy
Posted 1 year ago2018-04-02 19:30:39 UTC Post #339147
rufee, thats why i gave up, my story was basicly the same as soma.... just Soma was faster :(
Posted 1 year ago2018-04-02 19:59:01 UTC Post #339148
I had the idea that SOMA used for its basis a few years before it came out.
So it beat me there too :) Still one of the better horror games I've played.
rufee rufeeSledge fanboy
Posted 1 year ago2018-04-02 20:52:29 UTC Post #339149
Now it's looking a lot like Red Faction. Keep it up!

@Trempler are those DN3D sounds I hear? Direction seems like SS2 had a child with Natural Selection. I can feel a dissonance between the high quality lights and refraction in water with the engine - low quality sounds, fully lit models, that inconsistent texture pack that I see everywhere.. I like the idea you're going for, just unsure whether that approach with GoldSrc is the best shout. Feels like Source would be a much better shout if you want to stick with HQ models and effects
Instant Mix Instant MixTitle commitment issues
Posted 1 year ago2018-04-02 21:21:58 UTC Post #339150
this is my old canceled mod @Instant Mix

Also I dislike other engine mostly, I enjoy hl1. Easy to mod with :)

Yup the Duke Nukem Sounds are replacements in my normal hl1 folder :D Hail to the king !
Posted 1 year ago2018-04-03 15:04:45 UTC Post #339166
Victor, you like the DOOM 3 Mine section way more than you should. :D
Suparsonik SuparsonikWho writes reality?
Posted 1 year ago2018-04-05 15:29:32 UTC Post #339207
Some minor changes, but I think that the main layout is done.
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Posted 1 year ago2018-04-05 17:16:52 UTC Post #339210
Purlins normally go on top of rafters rather than through them so as not to reduce their load bearing capacity.

A professional's advice is also to put them closer together. Spacing is commonly 40 or 60cm. (16" or 24" for users of obsolete units of measurement)
Posted 1 year ago2018-04-05 20:49:18 UTC Post #339213
Those were made as a general idea, at this stage the level is just for building up the layout of rooms and scaling everything. I'm definitely going to use your advice when taking care of the visual side of things!
Posted 1 year ago2018-04-05 23:00:56 UTC Post #339219
You leave my map waifu alone @Suparsonik

also
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https://www.youtube.com/watch?v=9hw4wIAeN8U
Posted 1 year ago2018-04-06 18:14:05 UTC Post #339227
love that lava <3
you totally made me do a video of my lava map since the old one is gone.

https://youtu.be/fPQjBwjVlmk
Posted 1 year ago2018-04-14 06:20:50 UTC Post #339310
Posted 1 year ago2018-04-15 20:01:45 UTC Post #339329
is that from solo ops
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