Post your screenshots! WIP thread Created 14 years ago2007-12-16 00:58:58 UTC by doodle doodle

Created 14 years ago2007-12-16 00:58:58 UTC by doodle doodle

Posted 3 years ago2018-09-19 13:37:28 UTC Post #340914
Posted 3 years ago2018-09-19 14:18:00 UTC Post #340915
@zeeba-G: That looks great for a fy map. The PC with a WIP screenshot is by far the best detail though, really love it when level designers include such things.
torekk torekkProcrastinator of the Year
Posted 3 years ago2018-09-19 15:47:09 UTC Post #340917
Thanks muh man. I'll post the map after testing it in a server and then i'll also share the ip.
Posted 3 years ago2018-09-20 00:13:34 UTC Post #340918
Sneaky product placement hahaha
Looks great Zeeba
Tetsu0 Tetsu0Positive Chaos
Posted 3 years ago2018-09-20 01:17:01 UTC Post #340919
A friend in the Half-Life community has passed away. This is a map I'm working on in her honor. [FF]LGND.ICE was her name.

video:
https://youtu.be/dXzj_SXx6M0
Posted 3 years ago2018-09-20 03:04:00 UTC Post #340920
That's really beautiful. I think it's a wonderful idea
Posted 3 years ago2018-09-20 12:16:12 UTC Post #340921
Damn, I can't say that I'm familiar with the name, or any of her work...

That's a really nice gesture and a beautiful looking map. <3
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2018-09-20 12:56:03 UTC Post #340923
Agreed, great idea and beautiful map, Doc.
Posted 3 years ago2018-09-20 20:20:21 UTC Post #340925
Thanks guys
Posted 3 years ago2018-09-21 08:40:51 UTC Post #340929
Suparsonik said:That looks like a scooby doo villain, not gonna lie. The Space Kook, I think.
I see that too. That's a solid artstyle though, and it's a concept piece, it doesn't have to be an ultra quality render of a ready model.
Posted 3 years ago2018-09-22 20:00:32 UTC Post #340937
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It's progressing and looking better than I imagined.

@DocRock
That is sad to hear. But what you've made in her honour, that's so, so nice.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-09-28 01:39:51 UTC Post #340959
I began mapping for my mod. The coding stuff tired me.
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Posted 3 years ago2018-09-28 09:22:01 UTC Post #340961
That lighting reminds me of my first HL mod. :3
What is it about?
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-09-28 23:11:57 UTC Post #340962
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Some more textures, nothing special. The next objective is creating the classrooms and stuff, since the hallway is pretty much empty:
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Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-10-01 00:25:07 UTC Post #340967
My weekend was pretty fishy.
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Posted 3 years ago2018-10-01 17:07:28 UTC Post #340970
Something there smells fishy. :walter:
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-10-06 02:59:54 UTC Post #340991
Posted 3 years ago2018-10-06 17:35:53 UTC Post #340996
Looks amazing, brushwork and lighting are phenomenal.
Posted 3 years ago2018-10-06 23:01:36 UTC Post #340999
@Victor, every time you post a screenshot, I have to remind myself that it is Goldsource. Sexy.

@Admer I don't know how it'll affect the layout and sight lines in a CS map, but I'm a sucker for a big window.
Posted 3 years ago2018-10-06 23:35:35 UTC Post #341000
Nice stuff Victor! Love the ambience you achieve in your maps and the textures.
Posted 3 years ago2018-10-08 06:02:27 UTC Post #341005
wip
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Posted 3 years ago2018-10-10 12:33:28 UTC Post #341018
Been a while (over a year!) since I worked on anything, so I figured I should start with something simple.
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Crollo CrolloTrollo
Posted 3 years ago2018-10-10 14:53:46 UTC Post #341020
You've just made me thirsty. :P
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-10-10 19:03:10 UTC Post #341021
@sakna: That's looking real nice
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2018-10-13 07:30:23 UTC Post #341029
Thanks. It's been awhile since I've used hammer, started this to try to get back into mapping
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Posted 3 years ago2018-10-14 19:13:48 UTC Post #341039
Posted 3 years ago2018-11-01 09:28:06 UTC Post #341112
Started making this single-player game about 10 years ago. Gave this map an update recently.
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Yeah, that's good ol' Black Mesa. Map is veeery large, it uses more than 8192*8192*8192 units of space, but that's still not enough for the setting. Because railroads are about speed, and when riding a fairly fast train, this map is reduced to 2 minutes of gamepaly. This should be a full-sized railroad (for cargo trains) unlike those in "On a rail" chapter, but HL map size limit doesn't allow much.
Still worth sharging, I think. )
Posted 3 years ago2018-11-02 15:35:40 UTC Post #341126
Blue fog with dark orange red terrain is a pretty good aesthetic.
NovaDelta NovaDeltantx_cairostation_zone2
Posted 3 years ago2018-11-04 12:53:07 UTC Post #341179
Been cheating on Half-Life with some Quake: Arcane Dimensions. Func_msgboard are having 1024 cube map jam for Christmas and I've got two entries underway for it.
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Strider StriderTuned to a dead channel.
Posted 3 years ago2018-11-04 14:43:55 UTC Post #341182
I've made some more progress on the school map, mainly on the props:
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And finally, I started completing my wish from 7th grade:
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...which gave me a 2-year leap ahead of my classmates in programming.
Currently, it's a part of my "Useless Suite" that has will have a bunch of practically useless programs, which I am writing just for the sake of learning. :)
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-11-14 08:20:39 UTC Post #341241
What an enormous pain in the ass. 5 or so hours of fucking around to finally get this:
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Fortunately the internals shouldn't be too much work, so other than decals most of the work is already done.
Crollo CrolloTrollo
Posted 3 years ago2018-11-14 14:55:53 UTC Post #341245
Audio Technika AT2020? Looks pretty good, the XLR connector at the bottoms looks a tad too small in comparison to the body, would make the radius of that whole bottom part at least 20% larger.
Instant Mix Instant MixTitle commitment issues
Posted 3 years ago2018-11-14 18:09:11 UTC Post #341246
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Around 175 textures total. :D
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-11-17 03:21:00 UTC Post #341258
Good eye, used a reference image to correct the proportions.
Completed the most time consuming internal pieces, now I just need to add some more components and apply decals.
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EDIT: Diaphragm is a fair amount too large but I'll correct that later.
Crollo CrolloTrollo
Posted 3 years ago2018-11-18 00:05:03 UTC Post #341262
Remake \ recreation of d1_garage_01 also known as d1_industrial (GoldSrc). There's quite a lot of work left but I think its a good start
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Posted 3 years ago2018-11-21 12:59:24 UTC Post #341291
Been working on the final section of my Arcane Dimensions map, now with an eerie red skybox. Now I just have to script a big end fight.
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Strider StriderTuned to a dead channel.
Posted 3 years ago2018-11-21 14:11:28 UTC Post #341292
Holy pants!
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2018-11-24 06:28:59 UTC Post #341307
Next version of Sandpit is getting close:
Monster MenuMonster Menu
Prop MenuProp Menu
Pose MenuPose Menu
Everything seems to be working; just tying up a few loose ends at this point.
Posted 3 years ago2018-12-06 17:13:32 UTC Post #341396
First CS map I'm working on.
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Originally based on a street in my town.
NovaDelta NovaDeltantx_cairostation_zone2
Posted 3 years ago2018-12-06 19:40:29 UTC Post #341397
Nice. :3
It reminds me of the style of CS 1.0-era maps.
Admer456 Admer456If it ain't broken, don't fox it!
Posted 3 years ago2018-12-07 07:45:49 UTC Post #341399
@Strider thats some Unreal quality you have got there
Stojke Stojkeunreal
Posted 3 years ago2018-12-07 21:11:27 UTC Post #341403
Strider, port it to HLDM, pleeeease =)

tschumann, is that for adding entities on a map? I did something similar a few years ago. Even made custom K/V fields and ability to work together online. Did you make a FGD parser or it's just hard-coded?
Posted 3 years ago2018-12-07 21:39:55 UTC Post #341404
Absolutely awesome work posted on this page!

I'm floating around id Tech 4 community lately, working on two projects based on this engine. But here's something completely unrelated to GoldSrc and id engines. A little tile-map based game I'm coding from scratch in C++ using SFML library. Player texture is a placeholder, level aesthetics were designed by my roommate (aiming for dirty, retro looks), and there's not much of game logic yet, but it's damn awesome to get something working!
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Posted 3 years ago2018-12-07 21:54:04 UTC Post #341405
tschumann, is that for adding entities on a map? I did something similar a few years ago. Even made custom K/V fields and ability to work together online. Did you make a FGD parser or it's just hard-coded?
Yeah it's for spawning and posing entities.Nothing fancy like key/value editing (yet anyway) and it is hard-coded.
Posted 3 years ago2019-01-01 06:50:23 UTC Post #341526
Has been doing some mapping for a couple of months:
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Ignore the black pit on some of the screenshots, it's still very unfinished.
Posted 3 years ago2019-01-01 10:45:58 UTC Post #341527
Images aren't showing up for me, normal?

Nevermind, mobile browser is drunk, looks good.
Posted 3 years ago2019-01-01 17:41:34 UTC Post #341530
Dayum.

Looking good, Windawz.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 3 years ago2019-01-01 17:47:28 UTC Post #341531
The geometry looks great, but some of the textures are very pixelly
Posted 3 years ago2019-01-01 19:56:40 UTC Post #341532
Thanks <3. More coming soon I hope.
some of the textures are very pixelly
I like the uninterpolated look more, sorry about that :\
Better have texes look crunchy and pixelated that blurred to hell.
Posted 3 years ago2019-01-01 20:15:04 UTC Post #341533
Don't be sorry! I don't understand it, but you do whatever makes you happy 🙂
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