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 7 years ago2012-03-09 07:02:32 UTC Post #304082
Waiting for 50 more Joebama screenshots Cough.
Skals SkalsGame / Level Designer
Posted 7 years ago2012-03-09 12:29:56 UTC Post #304088
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Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-03-09 17:34:25 UTC Post #304098
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Striker StrikerI seriously doubt myself
Posted 7 years ago2012-03-09 18:27:35 UTC Post #304099
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Skals SkalsGame / Level Designer
Posted 7 years ago2012-03-10 00:13:46 UTC Post #304109
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I'm practicing! LOLZ!
Posted 7 years ago2012-03-10 01:31:18 UTC Post #304114
Looks pretty sexy to me.
Jessie JessieLadytype
Posted 7 years ago2012-03-15 06:28:17 UTC Post #304313
V1
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What else does this hallway need? It's a level change transition so it doesn't need to be hyper-detailed, but it still feels really empty.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-03-15 08:11:28 UTC Post #304315
What does it connect? Obviously there is a waste station at one end, but what is at the other? That could help.
Posted 7 years ago2012-03-15 09:08:14 UTC Post #304319
wow great maps
@arhcie @joebama
i like that "blue" lighting or whatever it looks like :)
Posted 7 years ago2012-03-15 10:45:41 UTC Post #304321
Wow, great atmosphere, Blitzkrieg.

Very good, Archie! Your textures are getting better. I like the structure. Nice play with those lamps. Try making one of them more yellow or more blue, it happens all the time in real world. Now, what does it need? You probably don't want to waste such a spacious hallway. Add way more air/duct/vent shafts or whatever they're called, more different pipes in sizes and colors, some vertical too, maybe some valves too. Some wires hanging and an electrical box somewhere. But what would really kill the repetitiveness is some nasty staining, dirt and rust both on walls and floor.
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Posted 7 years ago2012-03-16 04:43:37 UTC Post #304336
Whenever I look at a hallway like that, it's pretty much unusual to not have ceiling tiles hanging\moved and maybe a wire hanging out and swinging.
Crollo CrolloTrollo
Posted 7 years ago2012-03-16 08:18:16 UTC Post #304337
I don't think ceilings actually do that, at least not usually...
Penguinboy PenguinboyHaha, I died again!
Posted 7 years ago2012-03-16 09:58:40 UTC Post #304338
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something i have mapped in hammer source i am starting to like the engine, i think that the sky doesnt looks well with my light environment and the roof is unfinished
btw. is it possible to extend a discaplacement?
Posted 7 years ago2012-03-16 14:23:21 UTC Post #304344
Awww. Its like an ickle castle. Looks nice
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-03-16 22:25:47 UTC Post #304356
What do you mean by extend? You can copy+paste and then sew pieces together add to them, stretch them by raising/lowering on Y and X, and just plain old transform them.
Posted 7 years ago2012-03-25 17:16:00 UTC Post #304598
Mmm , who doesn't love curves?
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Gunna make cables go from the top arches to the bottom. Nothing's probably going to come from this
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-25 17:40:47 UTC Post #304601
Stick a really directional light_env on it and pull the lightmap grid down to 2. Amplify those sexy shapes with some sublime shadows.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-03-25 17:47:07 UTC Post #304603
Looks amazing Instant! :o

I like to see these types of wip to help regain my mapping motivation =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-03-25 18:32:28 UTC Post #304604
Mmmm, sexy map. Even if you don't add any form of story or gameplay, I want you to finish and release that work of art.
JeffMOD JeffMODCall 141.12
Posted 7 years ago2012-03-25 18:40:31 UTC Post #304605
Niiice.
Posted 7 years ago2012-03-25 19:18:53 UTC Post #304607
I love it.
Striker StrikerI seriously doubt myself
Posted 7 years ago2012-03-25 21:14:17 UTC Post #304610
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Way more stuff to do , that's all for tonight.
Surprisingly optimised...
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-25 21:55:41 UTC Post #304611
Dang! I think I forgot how pretty HDR lighting can be :o... I haven't HDR-compiled in forevs.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-03-26 18:12:52 UTC Post #304639
Damn. Why is my water transparent?
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Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-26 18:49:12 UTC Post #304641
VIS isn't finishing. Check for leaks/microbrushes.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-03-26 20:22:31 UTC Post #304644
Realised what it was. Had a viscluster that was clipping the waterbrush. Raised it slightly , bam. Beautiful , in my opinion.
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Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-03-27 00:11:34 UTC Post #304673
That looks amazing. I hope it goes somewhere.
Posted 7 years ago2012-03-27 21:03:13 UTC Post #304707
That is looking pretty damn swish.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-03-28 18:35:54 UTC Post #304734
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It feels good to flex muscles that haven't been flexed in a while. Here's one of the little fight yards I've been making to practice Hammer. Who knows how to fix those ugly lines that appear on brush edges? I only used to get them on displacements, but now they're everywhere :(
Posted 7 years ago2012-03-28 18:54:54 UTC Post #304737
looks cool sir!

if its not the textur alignment then it has to be the lighting? idk, but u could compile without rad and see if that sorts it;that way u can rule out lighting)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-03-28 18:55:20 UTC Post #304738
Scale the texture to 1.01 or 1.02 or something, then centre it. The line is a result of the fact that Half-Life blends pixels together slightly when not in software mode, so colours can bleed in from the opposite edge of the texture due to the way it tiles.
At least, that's my theory. It seems to work anyway.
Posted 7 years ago2012-03-29 01:01:00 UTC Post #304744
Ok I'll try both things tomorrow.
Posted 7 years ago2012-03-29 01:25:54 UTC Post #304745
Scale the texture to 1.01 or 1.02
2012 & Source. Bad TJB, bad!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-03-29 14:43:36 UTC Post #304756
D:
Posted 7 years ago2012-04-02 17:33:36 UTC Post #304873
up
Getting forward a little
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Posted 7 years ago2012-04-02 18:20:10 UTC Post #304877
I am really liking those textures noSICK.
Posted 7 years ago2012-04-02 19:01:59 UTC Post #304879
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BMX, anyone?

Nosick that looks totally badass. The lighting is epic!
Posted 7 years ago2012-04-06 01:41:56 UTC Post #304970
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Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-04-06 02:14:20 UTC Post #304971
Looks very Unreal Tournament-y, noSICK. I like.
Jessie JessieLadytype
Posted 7 years ago2012-04-06 07:08:45 UTC Post #304975
Here are some screenies from my latest deathrun map for counter-strike:
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Skals SkalsGame / Level Designer
Posted 7 years ago2012-04-06 07:31:07 UTC Post #304976
It doesnt look very realistic skals, it needs to also glow on the walls in some percentage. Light reflects :)

But aside from that, awesome.
Stojke StojkeOPL - 3
Posted 7 years ago2012-04-06 07:41:28 UTC Post #304977
I think it looks quite realistic...
Skals SkalsGame / Level Designer
Posted 7 years ago2012-04-06 08:09:36 UTC Post #304978
Just the first two, methinks. The light is a little too powerful in the middle for how much there is around it. Also, that window should let in some more light, it's pretty bright out there.
Jessie JessieLadytype
Posted 7 years ago2012-04-06 08:33:47 UTC Post #304979
@Joe. Looks interesting but, yikes. What's going on with your colour settings? D:
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-04-06 11:03:45 UTC Post #304983
Scotch, UT was my fist thought looking at nosick's stuff too.

And Joe that looks great, but perhaps brighten the lights just a tad? It looks a bit odd to see huge, bright white lights in the ceiling but have it be so dark in the room. Compare it to your other shot
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This room is more brightly lit that the other, but compare the amount of and size of the lights in the two rooms.

Also, the fog is a really nice touch.
Posted 7 years ago2012-04-06 22:37:21 UTC Post #305008
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Those shadows from the windows are temp. until I do the final compile with vzluacn's compilers etc.
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-04-07 00:10:54 UTC Post #305012
Ahhh, now I see. Jensen's apartment.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-04-07 00:17:53 UTC Post #305013
Indeed.
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-04-07 00:35:31 UTC Post #305014
Very nice!
Daubster DaubsterVault Dweller
Posted 7 years ago2012-04-07 05:24:45 UTC Post #305029
That is good stuff, Joe. As cool as Adam himself or rather itself, if you will
:-)
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