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 11 years ago2007-12-17 06:47:57 UTC Post #241323
Tetsu0, the last screenshot looks like something that could be done in 1.6. Don't be afraid to push the limits, its Source, it can handle a bit more than goldsource...
Posted 11 years ago2007-12-17 10:01:56 UTC Post #241325
http://www.habboi.co.uk/apartment01devplan0007.jpg
http://www.habboi.co.uk/apartment01devplan0008.jpg
http://www.habboi.co.uk/apartment01devplan0009.jpg
http://www.habboi.co.uk/apartment01devplan0010.jpg
http://www.habboi.co.uk/apartment01devplan0011.jpg
http://www.habboi.co.uk/apartment01devplan0012.jpg

I'm thinking of adding more detail perhaps some broken wooden floors but apart from that I wanted to give the player a deja-vu feeling as if he were playing HL2. (Oh and I'm trying to finish at least one mod to answer your question.) It was compiled on fast with HDR on.

(Excuse the floating beer...I think the table has a lousy hitbox)
Habboi HabboiSticky White Love Glue
Posted 11 years ago2007-12-17 10:19:17 UTC Post #241326
Lmao. I was never one to push the limits of the Source engine, But i'm just going for basic layout before i start detailing it more :)

And i told u guys i was getting better textures for the GldSrc map!

And Habboi that apartment looks straight out of City 17!
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2007-12-17 11:54:15 UTC Post #241337
Well thank you Tetsu0. I guess I succeeded then. Oh by the way Strider you have certainly mastered Portal mapping. Looks like fun.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2007-12-17 23:44:57 UTC Post #241407
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AJ AJGlorious Overlord
Posted 11 years ago2007-12-17 23:50:11 UTC Post #241409
lol ant....

anyways nice shots.
Posted 11 years ago2007-12-17 23:52:22 UTC Post #241410
I fail, majorly. :<
AJ AJGlorious Overlord
Posted 11 years ago2007-12-18 01:57:25 UTC Post #241417
Such fail.
Oh by the way Strider you have certainly mastered Portal mapping. Looks like fun.
Thanks, though it isn't all that much atm. I'm determined to get at least the first map done and playtested, then the next one started before I start work again in ~3 weeks. Perhaps not the hardest of tasks, but I suck at sticking to my goals.
Strider StriderTuned to a dead channel.
Posted 11 years ago2007-12-18 02:38:36 UTC Post #241419
Oh, PB fixed 'em, thanks.
AJ AJGlorious Overlord
Posted 11 years ago2007-12-18 03:13:22 UTC Post #241420
I seem to have missed this before..
Tetsuo, tell me that's not a Namek map...
I don't know what (a)"Namek" is so i'm guessing....

no, it's not a Namek Map
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2007-12-18 03:47:46 UTC Post #241426
Habboi (and others): compressing your pictures 50% decreases the filesize to less than a 10th of it's original size, with no discernable loss in quality. you could even go lower if you wanted without any noticeable pixelation... I'm just sayin'...
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2007-12-18 09:57:32 UTC Post #241440
Yeah I guess but I use 20 MB broadband so I don't really care for others :)

Strider: I know what you mean...Hard to move on from one map to another.

As for the whole Namek map thing...Assuming he is referring to DBZ then it is a green planet in the series...I don't see any green D:
Habboi HabboiSticky White Love Glue
Posted 11 years ago2007-12-19 18:05:13 UTC Post #241519
Megabyte or Megabit?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 11 years ago2007-12-19 23:56:07 UTC Post #241563
Well, I was gonna wait on showing this stuff...but for now anyway, just one picture will do.

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Posted 11 years ago2007-12-20 12:35:05 UTC Post #241608
It looks a bit plain. Odd texturing choices btw. :plastered:
Posted 11 years ago2007-12-20 12:40:12 UTC Post #241610
Its nice, pretty Black Mesa-ish. ^^

Ceilling is a bit boring though...
I also see floating lightfixtures (wires don't touch ceilling and lightfixture). I know why you're doing this: to save up on w_polies. Just have one unit of empty space between the wires and the ceilling and between the wires and the lightfixture. That way its less obvious those things are floating. To me it looks like you have 8 to 16 units of empty space.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2007-12-20 13:29:58 UTC Post #241612
A map I started yesterday. It's a weird de_map for CS. Well... it's not weird, but you don't use to see that kind of maps. Map takes place on futuristic far west, CTs are carrying a nuke on a giant conveyor with some other escort vehicles. Suddenly Ts appears and attack CTs with assault vehicles.

It's a re-make of an Unreal 2004 map, not exactly a remake but it's the same idea. You can see it too on Trigun anime

What's rare on this map is that you play while beeing on movement, ground is a func_conveyor and it have some other things to create movement effect like dust sprites on the wheels, etc

Here are 2 pics, 1rts vehicle is T spawn:

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I repeat I started it yesterday! So don't talk tough about the map
Posted 11 years ago2007-12-20 16:55:38 UTC Post #241625
Well the texturing could use some work.
But i think i'm gonna have to see more detailed screens if i want to form a better opinion.

Looks like a sniper haven. (AWP-FEST)
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2007-12-20 16:57:28 UTC Post #241626
hahaha, it's not textured, is just my base color, I'm doing the textures myself now.
Posted 11 years ago2007-12-20 17:02:14 UTC Post #241628
was trying to take this into consideration:
I repeat I started it yesterday! So don't talk tough about the map
:D
Can't wait for another screenie. :hammer:
Tetsu0 Tetsu0Original Cowboy
Posted 11 years ago2007-12-21 02:37:02 UTC Post #241648
I can't actually leak any screenshots of my upcoming Dystopia map, but I can show you guys some old screenshots from news updates/dev blogs.

Enjoy!

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Trapt Traptlegend
Posted 11 years ago2007-12-21 04:14:39 UTC Post #241650
I can't actually leak any screenshots of my upcoming Dystopia map
Good thing too, cos hardly anyone cares.

Nah, I'm joking: no-one cares.
AJ AJGlorious Overlord
Posted 11 years ago2007-12-21 04:46:21 UTC Post #241652
MuzzleFlash, I can't believe you noticed that. They're only four units away from the ceiling. I can't even see it myself in that picture, and I made it! Also, it isn't to save w_polys - the cords are func_walls anyway. I just thought it kinda looked better for some reason... : Meh, I'll probably change them back to touching the ceiling.

FresheD, I don't know how the texture combination is strange, it's kinda typical Black Mesa fair. But yeah, I know the ceiling there sucks, I just don't know what to do with it, and my w_polys are pretty high in this area.

Edit: I just tried putting a sunken in area with some vents in it on the ceiling, but it looked really out of place.
Posted 11 years ago2007-12-21 08:23:45 UTC Post #241659
I dunno, the 50ies wall mixed with the more industrial wall on top just looks wrong. But I guess that's just me. :rly:

On a other note, my map is coming along nicely. I should post some more hammer shots for you bunch to flame on anytime soon. :)
Posted 11 years ago2007-12-21 09:10:06 UTC Post #241663
Just a concrete texture. I saw it in the original game used like that all the time, and followed suit. :)
I can't actually leak any screenshots of my upcoming Dystopia map
Good thing too, cos hardly anyone cares.

Nah, I'm joking: no-one cares.
I lol'd so hard.
Posted 11 years ago2007-12-21 09:51:26 UTC Post #241664
Meh, I'll probably change them back to touching the ceiling.
Yeah, if they are func_wall, it doesn't matter anyway.
Just a concrete texture. I saw it in the original game used like that all the time, and followed suit.
Wich is good. FresheD simply has a different taste. :quizzical:
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2007-12-21 21:17:19 UTC Post #241684
Hm, wrote a post and TWHL promptly deleted it. :|

A couple of maps based around the BMRF's transit system I'm making. Before anyone complains about textures, lack of detail and fullbright lighting, etc, I'll explain that a)These maps are still in progress so detail and retexturing will come later, b)this is actually the Hammer view, because one of my maps is so far incomplete as to have leaks all over the place, and the other hasn't got sufficient lighting on its current compile and I can't be bothered to load up HL for the screenies anyway.

takes a deep breath

1: Exit to Area 6 Topside Dorms (Doors will be locked)
http://img.photobucket.com/albums/v434/Kinrah/transit/transitsc1.jpg

2: Area 6 Platform 1
http://img.photobucket.com/albums/v434/Kinrah/transit/transitsc2.jpg

3: Transit train entrance to Area 6 station
http://img.photobucket.com/albums/v434/Kinrah/transit/transitsc3.jpg

4: The three levels of Transit Control (complete with rubbish texturing and no platform supports at all!)
http://img.photobucket.com/albums/v434/Kinrah/transit/transitsc4.jpg

5: The Sector F Line platform at Transit Control (hasn't quite made it onto the texturing list yet)
http://img.photobucket.com/albums/v434/Kinrah/transit/transitsc5.jpg

Oh, and I'm obsessed, if you couldn't tell. :pwned:
Posted 11 years ago2007-12-21 22:17:44 UTC Post #241687
Looks okay, but it's hard to tell since they're such early shots. If you're planning on keeping those angled lights in the first picture though, you should make them thinner so you aren't stretching that TNNL texture. it looks better when it's smaller than that, anyway.

Picture number two looks WAY too blocky for an area like that. Rectangular hallways should pretty much only be used for connecting larger areas.

Some of these areas might even look okay with the brushwork as shoddy as it is right now, if you could cover it up with really good lighting.
Posted 11 years ago2007-12-21 22:42:52 UTC Post #241689
The yellow bricks for the ceiling need to go. Also, the grate looks weird when it's applied to all sides of a thick brush, I think it would look much better if you changed those two things.

Like srry said, let's see it with some lighting!
Posted 11 years ago2007-12-21 23:32:08 UTC Post #241690
Well, he specifically said that the textures were going to be fixed up later, the detailing had yet to be completed, and that there were too many holes to compile it yet. Kinda sucks for anyone trying to scrutinize it though, since you don't know what he's already thought of at this point.

But yeah, that whole area with the grates is kinda strange. How is any of that crap being held up, magic? I don't see any support beams or anything.
Posted 11 years ago2007-12-22 06:42:49 UTC Post #241705
Did say the supports were missing. But also as I said, they'll come when I get around to it.

In fact, if I want to get it compiled at all today, I need to get on with that now.
Posted 11 years ago2007-12-22 16:13:30 UTC Post #241746
http://img98.imageshack.us/img98/5062/xmas07zo5.jpg

Upcoming Christmas map. Let's see if this one gets finished on time.
Posted 11 years ago2007-12-22 16:24:18 UTC Post #241748
Oh i should think so. Looks like a lot of work has been done already :biggrin:
UrbaNebula UrbaNebulamonster_urby
Posted 11 years ago2007-12-22 16:25:10 UTC Post #241749
Posted 11 years ago2007-12-22 17:01:43 UTC Post #241750
Looks sexay. ;o
The only problem I see so far is the window texture not tiling properly with the base rock one.
Daubster DaubsterVault Dweller
Posted 11 years ago2007-12-24 21:28:31 UTC Post #241871
Here are some ingame pics of the map I'm doing for CS, that's the inside of a giant futuristic truck. Outside parts of the map aren't compiled yet. The Sky texture in front of the 2nd screen is just for testing, there will be "more truck" when finished.
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Constructive criticism will be welcome because I don't use to map for futuristic ambients like Half Life.
Posted 11 years ago2007-12-25 00:41:27 UTC Post #241875
Crates are a pretty generic way to fill a room. I can understand having one as part of the wall, but to have one in the center, in a visibly contrasting color just draws attention to its "random-crateness."
Posted 11 years ago2007-12-25 01:12:05 UTC Post #241876
The architecture is really nice in that room, but then you had to kill the whole thing with that damn red container.

It looks REALLY out of place in a semi-futuristic, fictional looking environment.
Posted 11 years ago2007-12-25 23:10:00 UTC Post #241925
thnx about comments. I'm changing the crates now, do you think that one would fit well?

http://9tutorials.com/wp-content/uploads/2007/09/crate.jpg
Posted 11 years ago2007-12-26 00:41:29 UTC Post #241929
Well, you could keep it as a container and re-texture, but make it hollow and hold ammo. Or, it could be a big futuristic control panel. With all that sweet steel space-station-ishness, dropping a big container to fill space/ vis-block is a let down. Turn it into something cool.
Posted 11 years ago2007-12-26 01:25:58 UTC Post #241930
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Yeah, goldsource is a alright engine to work with, limitations are annoying though. Valve, please release the engine code, please.
Posted 11 years ago2007-12-26 01:36:57 UTC Post #241931
goldsource is not so bad.

Nice crate texture aaron. :crowbar:
Spike, you googled that. Though i think they should look kinda like this.

http://www.leadwerks.com/post/ubercrate.jpg
and yes i googled that...
Rimrook RimrookGoldsource Guru
Posted 11 years ago2007-12-26 02:23:47 UTC Post #241932
Yeah, make them futuristic. That one you linked screams "Medal of Honor" at me.

Aaron that looks really nice, but whats with the crate textures lol. It takes what, five seconds to texture a crate? :hammer: Placeholders: you're doing it wrong! :^_^:
Posted 11 years ago2007-12-26 02:43:09 UTC Post #241933
jpg hell, aaron.
Archie ArchieGoodbye Moonmen
Posted 11 years ago2007-12-26 03:42:51 UTC Post #241934
Aw, shut up Hunter. :P

He's probably using that crate texture because he hasn't actually made one for it yet, not because he's too lazy to apply one.
Posted 11 years ago2007-12-26 08:01:01 UTC Post #241947
Yes, its a placeholder crate texture, as srry said, haven't made one for it yet :P
Posted 11 years ago2007-12-30 17:11:31 UTC Post #242137
www.maprookie.com

Tried a test upload, didn't work. Now i gotta do it the hard way.
The stupid server side includes are working...
Rimrook RimrookGoldsource Guru
Posted 11 years ago2007-12-31 08:21:02 UTC Post #242167
Posted 11 years ago2007-12-31 08:44:31 UTC Post #242168
Overall, looking very good Highlander, very good.

I must say that (forgive me buddy) some of the screenshots look a little plain. And everything is to neat, there is no rubbish on the floor, cracks in the wall, weeds, or any other imperfections, every thing is perfectly linear and in its place. These kind of imperfections is what makes a space more interesting. Just even some milk cartons on the floor or a plant of wood there or something. I've got plenty of models that I can send ya, just say the word :).

Over all, I like what I see, cant wait till the next set of pics, or update or whatever :D
Posted 11 years ago2007-12-31 11:34:18 UTC Post #242171
Some kinda early shots of a fun little CS:S map i'm trying to do within my last two weeks off work. It's not de or cs, and it's not really fy. I'm trying a defence/attack situation out because CS:S gameplay is stale. Should work great with zombie script. ;D

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Strider StriderTuned to a dead channel.
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