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 5 months ago2018-10-06 23:35:35 UTC Post #341000
Nice stuff Victor! Love the ambience you achieve in your maps and the textures.
Posted 5 months ago2018-10-08 06:02:27 UTC Post #341005
wip
User posted image
User posted image
User posted image
Posted 5 months 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.
User posted image
Crollo CrolloTrollo
Posted 5 months ago2018-10-10 14:53:46 UTC Post #341020
You've just made me thirsty. :P
Admer456 Admer456Lean, mean, mapping machine :3
Posted 5 months ago2018-10-10 19:03:10 UTC Post #341021
@sakna: That's looking real nice
UrbaNebula UrbaNebulamonster_urby
Posted 5 months 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
User posted image
User posted image
User posted image
User posted image
Posted 5 months ago2018-10-14 19:13:48 UTC Post #341039
sample vodka sample vodkaThe religion is the opium for a country
Posted 4 months 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.
User posted image
User posted image
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 4 months ago2018-11-02 15:35:40 UTC Post #341126
Blue fog with dark orange red terrain is a pretty good aesthetic.
NovaDelta NovaDeltainfo_player_novadelta
Posted 4 months 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.
User posted image
User posted image
User posted image
User posted image
User posted image
User posted image
Strider StriderTuned to a dead channel.
Posted 4 months ago2018-11-04 14:43:55 UTC Post #341182
I've made some more progress on the school map, mainly on the props:
User posted image
User posted image
User posted image
User posted image
And finally, I started completing my wish from 7th grade:
User posted image
...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 Admer456Lean, mean, mapping machine :3
Posted 4 months 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:
User posted image

Fortunately the internals shouldn't be too much work, so other than decals most of the work is already done.
Crollo CrolloTrollo
Posted 4 months 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 4 months ago2018-11-14 18:09:11 UTC Post #341246
User posted image
User posted image
User posted image
User posted image
User posted image
Around 175 textures total. :D
Admer456 Admer456Lean, mean, mapping machine :3
Posted 4 months 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.
User posted image

EDIT: Diaphragm is a fair amount too large but I'll correct that later.
Crollo CrolloTrollo
Posted 4 months 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
User posted image
User posted image
Posted 4 months 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.
User posted image
Strider StriderTuned to a dead channel.
Posted 4 months ago2018-11-21 14:11:28 UTC Post #341292
Holy pants!
UrbaNebula UrbaNebulamonster_urby
Posted 4 months 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 months ago2018-12-06 17:13:32 UTC Post #341396
First CS map I'm working on.
caption textcaption text
caption textcaption text
Originally based on a street in my town.
NovaDelta NovaDeltainfo_player_novadelta
Posted 3 months ago2018-12-06 19:40:29 UTC Post #341397
Nice. :3
It reminds me of the style of CS 1.0-era maps.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 3 months ago2018-12-07 07:45:49 UTC Post #341399
@Strider thats some Unreal quality you have got there
Stojke StojkeOPL - 3
Posted 3 months 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 months 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!
User posted image
Posted 3 months 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 2 months ago2019-01-01 06:50:23 UTC Post #341526
Has been doing some mapping for a couple of months:
User posted image
User posted image
User posted image
User posted image
Ignore the black pit on some of the screenshots, it's still very unfinished.
Posted 2 months ago2019-01-01 10:45:58 UTC Post #341527
Images aren't showing up for me, normal?

Nevermind, mobile browser is drunk, looks good.
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 months ago2019-01-01 17:41:34 UTC Post #341530
Dayum.

Looking good, Windawz.
UrbaNebula UrbaNebulamonster_urby
Posted 2 months ago2019-01-01 17:47:28 UTC Post #341531
The geometry looks great, but some of the textures are very pixelly
potatis_invalid potatis_invalidh̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 2 months 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 2 months 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 🙂
potatis_invalid potatis_invalidh̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 2 months ago2019-01-03 00:11:40 UTC Post #341535
I must say I prefer the pixellated look on textures more these days. Blurry OpenGL textures in Half-Life look hideous. Also, the far worse issues in the steam version of Half-Life really bug me now.
User posted image
User posted image
UrbaNebula UrbaNebulamonster_urby
Posted 2 months ago2019-01-03 01:37:21 UTC Post #341536
Well yeah. Another bad thing about interpolation is that it makes seams between different textures even more obvious. It takes a while to get used to the pixelated look of the game, but when you do, you'll want to have interpolation turned off most of the time, trust me.
IMO interpolation doesn't make the game look any better or more real, it just gives it a look of a melted ice cream.
Posted 1 month ago2019-01-30 15:16:51 UTC Post #341891
User posted image
User posted image
User posted image
Logoss Hovercraft
User posted image
User posted image
User posted image
Vigilant Hovercraft

I have added more ships to the Zion map. The Logoss is still WIP, the textures are done, but I wanted them be more accurate. ;)
Posted 1 month ago2019-01-30 20:18:34 UTC Post #341892
nice work. Am I seeing some Half-Life textures on it?
Posted 1 month ago2019-01-30 21:11:47 UTC Post #341893
Yes!!, it´s the main hull texture. I think its name is graywall, it comes from a backup CD that I have when I started making maps for Counter-Strike in 1999.
Posted 1 month ago2019-02-02 04:04:39 UTC Post #341919
More work on the next version of Sandpit:
Sprite MenuSprite Menu
In going through and finding sprites to put on it I found at least two sprites that shipped with Half-Life that had visible green backgrounds (I guess they weren't compiled right or something).
Posted 1 month ago2019-02-02 18:42:42 UTC Post #341928
Made this for fun while testing how texture Importation works, will eventually turn it to a full adventure-style map hopefully.
ContraContra
LOZ98 LOZ98Oh crap, what do I put here now.
Posted 1 month ago2019-02-12 22:08:09 UTC Post #342020
logoss hovercraftlogoss hovercraft
User posted image
User posted image
I know that this models look a bit underdetailed, but they are intended to be seen from a far point of view... :P
User posted image
Posted 1 month ago2019-02-13 22:01:44 UTC Post #342022
I'm glad to see you're still making progress on Zion Warcry!!
Tetsu0 Tetsu0Original Cowboy
Posted 1 month ago2019-02-14 15:27:29 UTC Post #342023
Yes !, although in the end I can only distribute it privately, I refuse to leave the project abandoned.

I am working on the Icarus ship. It is still WIP. ;)
User posted image
Posted 1 month ago2019-02-16 18:04:59 UTC Post #342037
User posted image
meanwhile, this is happening
Posted 1 month ago2019-02-16 19:45:51 UTC Post #342042
Posted 1 month ago2019-02-17 11:50:24 UTC Post #342047
Whoa. Great mood!
Strider StriderTuned to a dead channel.
Posted 1 month ago2019-02-17 18:14:47 UTC Post #342052
User posted image
User posted image
User posted image
User posted image
User posted image
I still haven't compiled this thing, lol.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 month ago2019-02-17 20:36:16 UTC Post #342053
Hats off... Admer has come :crowbar: Wonderful work!! Is that your school?
Posted 1 month ago2019-02-17 21:03:29 UTC Post #342054
Hats off... Admer has come
He has a-lot of come to deliver
Screamernail ScreamernailDisabled
Posted 1 month ago2019-02-18 00:27:16 UTC Post #342055
I've got lots of everything to deliver, lol.

@abbadon
Yes, that is my high school. :)
Recently a construction site was built around the school, they seem to be doing something about the facade. So I think it'll be a nice detail to add eventually.
Admer456 Admer456Lean, mean, mapping machine :3
Posted 1 month ago2019-02-20 00:09:40 UTC Post #342061
That drink machine looks like RTX is on.
Rimrook RimrookGoldsource Guru
Posted 1 month ago2019-02-20 15:45:10 UTC Post #342062
Oh, now I've got even more plans for that drink machine. I know just the right thing to do. ;)
Admer456 Admer456Lean, mean, mapping machine :3
You must be logged in to post a response.