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 ago2007-12-31 12:53:11 UTC Post #242175
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DM_Undertow Remake for Black Mesa (Source)

Still WIP but since i finally got the chance to have it in a media release i can show it off a bit more. Thought it might be nice to come post here, its been a while :)
Cpl.1nsane Cpl.1nsaneOld Lurker
Posted 11 years ago2007-12-31 18:36:42 UTC Post #242181
Sexy. Love the last shot.

BMS is the only mod I'm hyped about. I can't wait.

So don't fuck it up, alright? :P
Posted 11 years ago2008-01-08 22:02:39 UTC Post #242981
Hi ' I'm workin on this ..called HL:UFO
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Posted 11 years ago2008-01-08 22:25:44 UTC Post #242984
Awsome work Michey.
Is it a SP mod or only a map?.
Posted 11 years ago2008-01-08 22:28:44 UTC Post #242985
Seems like I've critiqued these same pictures before...

But anyway, looks fairly good except for the skybox that doesn't match the environment, the stretched tree textures, and the hay bails only sitting on two vertices, which looks really messed up. Also, I know I'm really nitpicking by saying this, but you don't usually see bails of hay sitting around farmhouses like that...they're usually out in fields.
Posted 11 years ago2008-01-08 22:36:35 UTC Post #242986
Oh yeah, I remember those shots from a while ago. Got any new(er) ones to show us?
Posted 11 years ago2008-01-09 10:41:23 UTC Post #243017
It's a SP mod but still lot o' work to do.
Instead my mod "HL vs RING" is virtually complete.. but.. I'm in that final stage/mood where one is tempted to put aside whole project !? :plastered: cause thousands more doubts rise.
Anybody been there too ? Completing a mod makes you go insane !
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Posted 11 years ago2008-01-09 11:41:26 UTC Post #243024
I think simply completing a mod gets you one-up on a few of us.
Rimrook RimrookGoldsource Guru
Posted 11 years ago2008-01-09 20:58:59 UTC Post #243077
A new HL2 SP thingo I'm working on:

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Fully detailing each area at a time, so this is the first area.
Posted 11 years ago2008-01-14 13:49:24 UTC Post #243407
http://m0px.net/rimrook/WIPSCREENSHOT1.jpg

Yeah... I the hammer back out after a long delay. This map is a test of the new 6D compile set, as well as the new ZHLT that I so needed to upgrade.

Its nearly done. Be out soon sometime in a week or so. I do have a load of homework.
Rimrook RimrookGoldsource Guru
Posted 11 years ago2008-01-14 14:03:44 UTC Post #243408
R_speeds?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-01-14 19:13:43 UTC Post #243439
R_crap. :hammer:

Haven't done a full test compile yet, but it shouldn't be so bad after that. It isn't a bad as it looks.
Rimrook RimrookGoldsource Guru
Posted 11 years ago2008-01-14 19:29:06 UTC Post #243440
Looks nice, doodle. I like the lighting.
Luke LukeLuke
Posted 11 years ago2008-01-14 22:44:32 UTC Post #243452
Some old stuff:
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The top one may be useful for some moody encounter though, if the architecture where improved some...
Posted 11 years ago2008-01-15 05:59:53 UTC Post #243461
what on earth caused the lighting on the walls above the beams in the second shot, Skeetz?
Archie ArchieGoodbye Moonmen
Posted 11 years ago2008-01-15 08:30:09 UTC Post #243469
Ah, yes... the map was supposed to be very vertically inclined... and that was the central room, where there were supposed to be a bunch of catwalks at different heights. Being as horrible as I am at mapping,I saw fit to make some uniform holes in the roof, and thus the funky lighting.

I may reinvent that room by lowering the roof and stuff a lot, then fixing my architecture.
Posted 11 years ago2008-01-15 10:00:38 UTC Post #243475
very vertically inclined
Ya know, i had the same idea on my new map, most of which my maps are rather flat.
Rimrook RimrookGoldsource Guru
Posted 11 years ago2008-01-20 10:56:58 UTC Post #243897
Some little SDK project I started this weekend:

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It's doing something. :o
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-01-20 11:15:29 UTC Post #243898
Whatever that is, it looks hot D:
Madcow MadcowSpy zappin my udder
Posted 11 years ago2008-01-20 13:17:25 UTC Post #243900
Why it is clearly an Inter Galactic Rimrook Healing / Teleporter for a space themed floating rock with a Roman coliseum on top.

Strider what about your Portal map D:
Habboi HabboiSticky White Love Glue
Posted 11 years ago2008-01-20 15:53:31 UTC Post #243902
Just a little cave I was working on for fun but I don't think it will turn into a real map.

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Posted 11 years ago2008-01-21 06:13:38 UTC Post #243939
Whatever that is, it looks hot D:
;D
Why it is clearly an Inter Galactic Rimrook Healing / Teleporter for a space themed floating rock with a Roman coliseum on top.
DAMN, totally not what I was going for!
Strider what about your Portal map D:
It's still alive... sorta. There's a few things about Portal mapping that are holding my ideas back, but i'll find a way around them.

SDK projects are more fun.
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-01-21 06:25:04 UTC Post #243940
Damn, if theres one thing that draws me to source mapping its the lighting and effects :gak:

Only problem is I can't map for source worth a shit.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 11 years ago2008-01-21 10:41:51 UTC Post #243963
Wow, Strider. Thats looks neat.

What entities did you used for those effects?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-01-21 10:57:11 UTC Post #243965
Mainly env_sprites, info_target's, and env_beams, but there's some func_rotating's and other special entities in there that serve a secret purpose. ;)
Strider StriderTuned to a dead channel.
Posted 11 years ago2008-01-26 08:00:58 UTC Post #244327
Bump!

Some more shots of my WIP SDK project:

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Strider StriderTuned to a dead channel.
Posted 11 years ago2008-01-26 11:13:58 UTC Post #244334
How do you make those things?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-02-03 21:08:01 UTC Post #244940
Posted 11 years ago2008-02-15 22:04:30 UTC Post #245731
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Please need some help with the env_dustpuff of the waterfall
Posted 11 years ago2008-02-15 22:19:18 UTC Post #245732
Ah Hydeph I saw that on Mapcore. Quite detailed for HL1.

Spike: PM me and I'll see if I can help but bot until Sunday for I'm out tommorow.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2008-02-27 17:55:04 UTC Post #246733
Quick map im putting together to supertest The Compilator's new features:

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The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-02-27 18:04:45 UTC Post #246734
Maybe it's just me, but some of those textures look way crisp and clear.
Posted 11 years ago2008-02-27 18:06:59 UTC Post #246735
Yeah, I think I sort of agree, the mapping is awesome, but some of the ceiling textures look a little too well defined, and too perfect. Lighting is great too!
Posted 11 years ago2008-02-27 18:22:18 UTC Post #246736
Well, there's another set of the same textures, but these are more... dirty. Here's a comparison screenshot:

Clean
Dirty

Should i use the dirty variant then?
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-02-27 18:28:22 UTC Post #246737
Yeah. The clean ones would stick out too much in Half-Life.
Posted 11 years ago2008-02-27 18:36:28 UTC Post #246739
The clean ones look like custom textures made in Photoshop in 5 seconds without any detail added so yeah use dirty ones with noise.
Habboi HabboiSticky White Love Glue
Posted 11 years ago2008-02-27 18:49:56 UTC Post #246741
K. Good points.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-02-27 20:26:29 UTC Post #246744
The dirty ones don't even really look dirty, just textured and normal. The others look like they were polished.

Also, I doubt you'd notice in-game, but it looks to me like you did some smudging and other effects on the low-res versions (assuming you started with a higher-resolution picture), as an afterthought, so they have blurry patches on them.
Posted 11 years ago2008-02-27 20:33:35 UTC Post #246745
That's an old set from the Wadfather. I think it also comes in Quake and jpeg format, so its probably just compression.
Posted 11 years ago2008-02-27 20:33:45 UTC Post #246746
Those aren't my texers. I got it from the Wadfather many years ago.
The Mad Carrot The Mad CarrotMad Carrot
Posted 11 years ago2008-02-27 20:36:48 UTC Post #246747
BATTLE!
Posted 11 years ago2008-02-27 20:46:27 UTC Post #246748
O.
Posted 11 years ago2008-03-22 10:56:50 UTC Post #247873
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dod:S orange map, lots of windows for snipers, artillery cannon, other junk.
Posted 11 years ago2008-03-22 12:30:03 UTC Post #247876
I'd like to see it textured!
Posted 11 years ago2008-03-31 12:07:53 UTC Post #248275
From my last map:
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Posted 11 years ago2008-03-31 12:46:54 UTC Post #248283
Is that GoldSource? O.O
Oskar Potatis Oskar Potatish̲͚̤̿͑̔̒̃̉̓ȋ͂͋̉̿̎͋̈́͏͚͖͇̭̩͓͔͝
Posted 11 years ago2008-03-31 13:05:00 UTC Post #248284
Posted 11 years ago2008-03-31 15:27:13 UTC Post #248293
Very pretty, jaguar.

Repost from the Flat-Life thread:
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Posted 11 years ago2008-04-01 13:05:31 UTC Post #248331
WIP cp_pirate_island a TF2 CP Dustbowl-like

I started this map 3 weeks ago, but almost all the time I've been learning to model so map it is just started. The atmosphere of the map is that RED team comes with them pirate ship to the BLU(another pirate team) island. So REDs are trying to steal BLU treasure. RED attacks instead of BLU (dustbowl).

RED spawns at the right of the ship:
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Ship Warehouse:
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Full ship:
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Sketch of the first stage:
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And last thing I'm doing, the beach. As you can see the sketch is not accurate, is just to give an idea how it should look like.
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Class balance and team balance comments will be welcome. Of course of the map too.
Posted 11 years ago2008-04-01 13:13:41 UTC Post #248332
Looks pretty damn good so far. :)
Tetsu0 Tetsu0Original Cowboy
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