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 ago2012-04-18 11:09:18 UTC Post #305464
I'm trying something...

Before adding the trees at the top of the cliffs, and light_environment has "-60" pitch.
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After adding the trees at the top of the cliffs and adding a few props along the river bank. The light_environment is slightly brighter, less orange, and pitch is "-75".
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Do you guys know where I can find some good tree models for source? I feel like I'm limited with the pine trees and dead trees.

[EDIT] I actually found some tree models here, but they're more suited for those type of maps where you mostly walk near the trees, better suited for orchards...
I also need to somehow create the impression that there's a forest on the high grounds(at the top of the cliffs) and there are some textures provided by Valve, but they're unrealistic in the lighting conditions I am providing. Plus, they're pretty close to my view and I can tell it's very artificial...

For some reason the HDR compile crashes, I can only compile LDR...
Striker StrikerI seriously doubt myself
Posted 7 years ago2012-04-18 12:40:11 UTC Post #305487
I can't tell you anything on the matter Striker since I don't know, but I think your scene looks great, and the second image with the improvement even better.
Skals SkalsGame / Level Designer
Posted 7 years ago2012-04-18 13:13:26 UTC Post #305489
Posted 7 years ago2012-04-20 17:47:29 UTC Post #305556
Thanks, that fixes the HDR crash.
Striker StrikerI seriously doubt myself
Posted 7 years ago2012-04-21 20:58:40 UTC Post #305580
Need advice.
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-04-21 21:26:36 UTC Post #305581
@up
well it looks good but the drink machine does not fit with the area.. i think that the machine should be broken and emanate some light
Posted 7 years ago2012-04-22 19:57:38 UTC Post #305625
Drinks machine is also way too thin to be a drinks machine , unless it holds about 4 cans in total..
Not sure about the texture of the little pegs holding up that cannister... Warning stripe at the bit between it and the cylinder?
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-04-22 21:05:30 UTC Post #305628
It looks like the front panel of a vending machine, not the entire machine.
EDIT: Confusing. It looks too thick to be just the front panel, and too thin to be a full machine. Is it supposed to be a future vending machine?

From what I can tell there's working lights but what about light fixtures built into the room itself? Is it still being constructed, because I would imagine there should at least be some fixtures in the room itself instead of just working lights.
Crollo CrolloTrollo
Posted 7 years ago2012-04-23 03:28:34 UTC Post #305636
The vending machine might not be out of place, I just can't tell what kind of overall environment is going on here. I don't know what's beyond those doors, so I can't make a call like that. It might just be a rest area within a more industrial setting. I've no idea. But it does look odd there, and it's way too thin. You shouldn't back it up to a staircase with the top half of the backside exposed like that. It looks like a meaningless prefab totally just thrown in there because you needed to liven up the area. If you decide that it actually belongs in its current setting, then build a recess into one of the nearby walls and house it in there along with maybe a trashcan and shit like that so it doesn't look like it fell out of the sky.

I also recommend spicing up the cradle structures that those tanks are resting in. They look kinda odd and blocky right now. But then again, that might fall in line with the rest of the architecture if you're shooting for a very Half-Life-esque feel.

and collapse is right, you need light fixtures even if there's no light emitting from them. I can't think of a single situation where a room would be left intentionally unlit in a facility like that.

I'd say you need more signage and little superfluous details like that (fire extinguishers, alarms etc.) And vents. I love me some vents. Floor drains never hurt either.

The thing is, I don't feel that a little room like this is all that deserving of intense critical analysis, since it will probably only be seen by the player for a matter of seconds as they walk through it. It's not the kind of major area I'd stress about. But aside from the base architecture it is kinda bland at the moment.

EDIT: Looking at the screenshots, a more overall criticism I can give of the architecture in The Core is that it is overwhelmingly square. Refreshingly, this room doesn't suffer from that, but most everything on the ModDB page is just so... boxy, clean cut. Like you took an empty box and then added a bunch of pretty details to it, but it's still just a dressed up box. Very realistic, I suppose. But the eye needs more variation. I can only assume that what you have up there is not an accurate representation of the mod as a whole, but more likely a lot of pictures of a few select areas and that's just the architectural style you were going for there. But if it is, well, you might want to change things up.
Posted 7 years ago2012-04-25 05:54:14 UTC Post #305680
Updates based on your input. Thanks!
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-04-25 17:11:07 UTC Post #305684
Release is inevitable. Soon, very soon I'll say good buy to sob GS :)
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Posted 7 years ago2012-04-25 17:45:22 UTC Post #305685
Your map looks amazing noSick. Really creative use of textures and I really enjoy the lighting, it seems from the screenshots that even though your map is quite "colored" by the lights, it's a good combination.
The last screenshot almost reminds me of Quake or a game of that sort, probably because of the sky :).
Striker StrikerI seriously doubt myself
Posted 7 years ago2012-04-25 18:22:25 UTC Post #305687
I forsee a future MOTM. Inspirational stuff noSICK.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-04-25 18:43:25 UTC Post #305688
God damn that lighting is sexy.
Daubster DaubsterVault Dweller
Posted 7 years ago2012-04-25 19:17:09 UTC Post #305689
Lookin' pretty damn fine, Archie and noSICK.
Jessie JessieLadytype
Posted 7 years ago2012-04-25 20:59:12 UTC Post #305698
Wow. That's probably the best UT99 / Quake vibe map I've seen in years , noSICK. Well bloody done!
Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-04-25 21:03:33 UTC Post #305699
That outdoor part is very UT I love it. Brings back memories of space stations and rocket launchers.
Posted 7 years ago2012-04-29 08:43:22 UTC Post #305817
I don't know if this lighting should be more orange for those hideously ugly sodium lamps
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Instant Mix Instant MixTitle commitment issues
Posted 7 years ago2012-04-29 12:58:45 UTC Post #305823
That looks pretty interresting and promising. Definetely like it. I would advise to experiment more towards lightning and light colors especially. For now it looks rather goldsorcy and blackmesy, if you will. I would advise the following lightning scheme:
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I would try white lamps on these round crete walls, then little fancy green lamps on top, and red cautionary lights in front of rocky bases. Color placements could be switched, you should try which one fits better. Certainly, it is all up to you Instant Mix, that's just my vision.
Posted 7 years ago2012-04-29 13:34:22 UTC Post #305824
Entity lighting? shudder
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-04-29 14:38:35 UTC Post #305826
EXPERIMENT!
Posted 7 years ago2012-04-29 16:46:57 UTC Post #305829
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darkplace (i don't know why did i give it that name)
I finished this map long time ago but i didn't publish it.
And also i can't find sprites that i used because i deleted them (i don't know how)

&
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I have a problem with this map for some reason i can't make it change level

hl1part1.bsp to hl1part2.bsp

For some reason it doesn't work :<
Posted 7 years ago2012-04-29 16:58:25 UTC Post #305830
Oh, I love the blue ones. The textures remind me of Marathon 2 and Marathon Infinity. So fucking good. The glowy sprites fit nicely. The texture on the train car confused me for a bit, I suppose it is broken down?
Posted 7 years ago2012-04-29 17:54:02 UTC Post #305831
Train works for some seconds then it breaks and starts falling down.
After that the level should change and player should wake up at some Hospital.
But for some reason the level change doesn't work :|
Posted 7 years ago2012-04-29 23:47:00 UTC Post #305836
Well I hope you get that figured out, because that's some good looking stuff. The only constructive criticism I could really give would be my pretty common suggestion to make sure the lighting/colors don't get too monotonous in areas, but I can't really do that without seeing how the areas connect and such. Good stuff!
Posted 7 years ago2012-05-01 06:44:31 UTC Post #305855
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Watch the video too.

http://www.youtube.com/watch?v=AtVVXFWRpCY

Progress like a beast.
Rimrook RimrookGoldsource Guru
Posted 7 years ago2012-05-01 19:43:16 UTC Post #305875
You like that color don't you? :D
Posted 7 years ago2012-05-02 00:28:58 UTC Post #305882
Which color?
Rimrook RimrookGoldsource Guru
Posted 7 years ago2012-05-02 03:35:13 UTC Post #305884
You know, that one.

The environment art looks fantastic, but I feel like your character sprites kind of stand out. They don't seem to share the arty, low-contrast look of the world. I realise they should stand out for gameplay reasons, but hopefully you know what I mean.
Strider StriderTuned to a dead channel.
Posted 7 years ago2012-05-02 19:08:48 UTC Post #305891
Maybe removing black lines on the character would cement them in the black line-less environment? Anyways, neat looking stuff right there! I particularly enjoy the painterly aspects of the background, the trees especially, great work!
Posted 7 years ago2012-05-03 12:43:52 UTC Post #305920
... I'm not going to change any of the contrasts. I don't see any need to.
Rimrook RimrookGoldsource Guru
Posted 7 years ago2012-05-03 19:54:52 UTC Post #305934
what program is that rim?
Tetsu0 Tetsu0Original Cowboy
Posted 7 years ago2012-05-03 20:24:47 UTC Post #305935
noSick, thats pretty damn sick O_o
Stojke StojkeOPL - 3
Posted 7 years ago2012-05-04 01:26:38 UTC Post #305938
Stencyl.

It's fairly new and has a horse-fuck ton of glitches. Its ridiculously powerful for what it does. It outputs a flash file that is powered by the Flixel engine and supports iOs platforms and smart phones with touch capabilities. Its fun to dork around in. The visual script editing is candy to me and Grim and I have shared some fun late-night coding frustrations together. There is a version that can be purchased that up to date with the glitch fixes. So far I haven't found anything game-stopping, just feature stopping which with some clever scripting, I fixed manually.

You don't have to do 8bit stuff, I just chose to because I love 8bit. It supports any resolution.

Wubsite.
Rimrook RimrookGoldsource Guru
Posted 7 years ago2012-05-05 16:37:09 UTC Post #305968
going to map another house + mountains and more trees
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Posted 7 years ago2012-05-05 17:01:06 UTC Post #305970
wow that look pimp ninja :)

hard to keep up with all the good stuff in here, intant mix and nosick, that are some hott shit :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 7 years ago2012-05-08 14:46:35 UTC Post #306032
These are extremely WIP, but I'm very pleased with how my trams turned out. Also, since this is based on an actual location from Half-Life, I've really enjoyed mapping the ridiculousness of the facility's underbelly.
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Also, slightly less WIP but just to give a bit more substance to this media release:
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Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-05-08 18:47:17 UTC Post #306033
I've always liked that area in the original tram ride, it's lass blocky than a lot of HL provided you only look out the right side windows.

And may I ask the purpose of the big vats of green goo in that lab?
Posted 7 years ago2012-05-09 00:37:14 UTC Post #306038
I've always liked that area in the original tram ride
The whole tram ride, while insanely illogical when you actually spend time examining it is always going to be my favourite moment in gaming. That antidote to cutscenes set up the tone, scale and atmosphere of the game so spectacularly. It's been really fun putting a slightly more modern twist on some of these locations.
And may I ask the purpose of the big vats of green goo in that lab?
If I told you I'd have to kill you.
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-05-09 01:42:15 UTC Post #306040
You ALWAYS need ominous green goo in vats.
C-mon
Its half life
Tetsu0 Tetsu0Original Cowboy
Posted 7 years ago2012-05-09 07:00:31 UTC Post #306042
may I ask the purpose of the big vats of green goo in that lab?
Science.
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-05-09 07:11:54 UTC Post #306043
You idiot, urby! Now we have to kill anyone who reads that!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-05-09 07:12:16 UTC Post #306044
You idiot, urby! Now we have to kill anyone who reads that!
Archie ArchieGoodbye Moonmen
Posted 7 years ago2012-05-09 08:16:30 UTC Post #306046
Ugh. Do we really have to do it twice? :(
UrbaNebula UrbaNebulaGoldSourcerer
Posted 7 years ago2012-05-09 09:33:35 UTC Post #306048
I'm a dead man x2. :(
Suparsonik Suparsonik#fartbag
Posted 7 years ago2012-05-09 09:50:00 UTC Post #306049
Oh shit, I read it!
Jessie JessieLadytype
Posted 7 years ago2012-05-09 16:16:16 UTC Post #306054
I didn't read it, I swear.
Posted 7 years ago2012-05-09 21:35:58 UTC Post #306061
I swear, you're all a bunch of pansies. I read it and I'm ju
Crollo CrolloTrollo
Posted 7 years ago2012-05-09 22:23:12 UTC Post #306062
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Not so bright anymore now is it?
Rimrook RimrookGoldsource Guru
Posted 7 years ago2012-05-09 23:47:27 UTC Post #306063
Very atmospheric. I like it.
JeffMOD JeffMODCall 141.12
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