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 1 month ago2019-02-23 18:51:17 UTC Post #342072
Awfully behind schedule but I've done worse... I guess.
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CPripyatUit CPripyatUitshe/her, they/them
Posted 1 month ago2019-02-23 22:14:46 UTC Post #342075
Myles Chumchal - Concentric House 1Myles Chumchal - Concentric House 1
Just testing a cool house.
Posted 1 month ago2019-03-01 11:34:53 UTC Post #342100
Playing around in Sandpit:
Half-Life SoccerHalf-Life Soccer
Posted 1 month ago2019-03-20 22:44:31 UTC Post #342287
Posted 4 weeks ago2019-03-21 08:09:29 UTC Post #342288
You have my attention... :zomg:

(Have you considered using the "constant glow" FX setting for your light glow sprites? It would stop them being clipped by the brushwork ;)
UrbaNebula UrbaNebulamonster_urby
Posted 4 weeks ago2019-03-21 09:12:33 UTC Post #342289
I don't know what it is, but I love it.

Some kind of cyberpunky space bar?
Strider StriderTuned to a dead channel.
Posted 4 weeks ago2019-03-21 10:52:34 UTC Post #342290
2 sakna
All those shots you have posted a while ago look very impressive! It this just a map (Sven Co-op?) or something more?
Posted 4 weeks ago2019-03-22 22:20:52 UTC Post #342308
Hey thanks UrbaNebula, I didn't know about that,

It's going to be a series of large maps for sven coop, set in a massive underground hub, trying to mix retro future with apocalyptic.
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Posted 4 weeks ago2019-03-22 23:10:08 UTC Post #342311
Are you using texture lights?
Posted 2 weeks ago2019-03-31 23:34:37 UTC Post #342371
After 22 photos of my left hand, I managed to do it:
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Here are some earlier renders:
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Did the mesh in 3ds Max, did the texturing in GIMP, and the last touches in Blender. :D
This is gonna be used in my game about the Bosnian War. I had to make something to replace these hands which came with a starter asset pack:
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( Guess the engine and you'll get a cookie. :) )
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-04-01 08:53:17 UTC Post #342374
( Guess the engine and you'll get a cookie. :) )
Doom 3's engine?
Screamernail ScreamernailDisabled
Posted 2 weeks ago2019-04-01 11:08:09 UTC Post #342375
Doom 3's engine
You got a cookie! :crowbar:
Now guess the fork and you'll get a cake. :P
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-04-01 11:38:42 UTC Post #342376
RB-DOOM3-BFG?
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 2 weeks ago2019-04-01 13:56:22 UTC Post #342380
I think you can use Milkshape 3D to make models for Doom3, it is easier to use, and you can use a lot of example work from other mods. :)
Posted 2 weeks ago2019-04-01 14:29:29 UTC Post #342381
Wouldn't you work in the Cafu engine instead? To make it look more complete?
Screamernail ScreamernailDisabled
Posted 2 weeks ago2019-04-01 18:43:29 UTC Post #342387
RB-DOOM3-BFG?
Hot damn, very close. RBDOOM3-BFG has shadow mapping IIRC, and this one has it too. Buuut, it's not RBDOOM3.

@abbadon
But I don't like MS3D. :/

@Screamernail
Because I never worked in the Cafu engine and I don't know what it's like yet. I know Source and GoldSrc workflows but they're proprietary engines. :/
I was thinking if I should use Quake 2's idTech 2, or Quake 3's idTech 3, but then I realised, idTech 4 is so damn powerful yet so damn rapid for development. :D

Edit: now, onto the weapons...
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I haven't modeled weapons in a while. This Zastava M57 will probably be done by the end of the week.
Also, hooray, I finally made the switch to Blender. UwU
Now my Free Development Arsenal is even more complete. :3
Admer456 Admer456Lean, mean, mapping machine :3
Posted 2 weeks ago2019-04-02 16:00:52 UTC Post #342391
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teleporter holocaust coming together nicely
Dimbeak DimbeakRotten Bastard
Posted 2 weeks ago2019-04-03 09:18:18 UTC Post #342392
ncie vibes dimbark
Posted 2 weeks ago2019-04-04 04:38:12 UTC Post #342395
Yeah I like that, feels very classic.
Strider StriderTuned to a dead channel.
Posted 2 weeks ago2019-04-04 07:30:26 UTC Post #342396
Lookin' good.
UrbaNebula UrbaNebulamonster_urby
Posted 2 weeks ago2019-04-05 03:26:15 UTC Post #342405
classic indeed, but imo the second screenshot is a bit too detailed for the classic look
but i guess it's too late to make any changes by now
Posted 1 week ago2019-04-09 19:38:35 UTC Post #342442
@sakna
This looks amaizing, I would really love to help you testing these maps ! If you want just write me a message with your steamprofile and I will help you testing these maps =)

I´m totally in love with your style.
Posted 1 week ago2019-04-11 03:48:07 UTC Post #342449
Hey thanks man. I learned a lot when I was starting out from you and other mappers at sven so thanks. Not quite ready for playtesting yet but you're on the top of the list when it is :)

some areas I've been working on:
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Posted 1 week ago2019-04-13 20:54:35 UTC Post #342460
This looks fantastic aswell :) really unique style, I love it. =)
I´m sure you played Prey :P did you ?
Posted 1 day ago2019-04-19 14:48:20 UTC Post #342497
I've been working on a series of singleplayer maps for the past few months. They take place between Forget About Freeman! and Lambda Core, around the cut Black Mesa Central Complex. My original plan was to enter the 20th Anniversary Competition (which closed 4 months ago, oops :) ) with 2-3 maps before I realized I can't do everything I want without making at least 6 big-sized maps.
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This is the third map I started working on and is currently the biggest. The general gameplay involves running on tracks between tree high-speed trains going on it. It will be the second map the player will visit.
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I had a problem about a func_trackchange I couldn't solve, and replaced it with a spiral tunnel. My initial goal was a spiral tunnel anyway, but I was having "ambigious leaf content" errors. I "solved" this by making the floor and ceiling a func_detail and placing NULL walls behind them to enclose the map.
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The first and second maps I started working on are actually the fifth and sixth maps the player will visit, if the map number I am estimating doesn't increase. They are the two of thee maps from the Uplink demo, reimagined to include other enemies introduced at this point of the story and increase the difficulty to match with the previous sections.
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This is the current map I am working on (you can notice this area actually doesn't have a ceiling yet :) ). It comes right after the fight with the tank in c3a1, and will be visited first. It is the entrance and the first floor of Black Mesa Central Complex. It is based on Datacore and I am planning to include some Half-Life Alpha elements in it.

I'm trying to don't go over other maps while making them for consistency, but accidentally trapped myself between the dam from the story and the alcove from the first screenshot :) .

I asked a question about a func_guntarget for an Alien Aircraft sequence I'm planning. I found a cool and better way to make this fight more engaging without func_guntarget, resembling the Hunter Chopper fight from Episode Two a bit, so you can be relieved if you were still trying to come up with an answer :P .
Posted 1 day ago2019-04-19 21:38:15 UTC Post #342498
Nice.

And I thought one of those maps looked a lot like Uplink.
Posted 1 day ago2019-04-19 22:59:20 UTC Post #342499
Woah, I love those screenshots. :D
One of the screenshots does indeed look like Uplink.
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Now, it's been a while after I posted those screenshots up there. After some technical problems, I eventually got these hands to work.
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The Old Bridge in Mostar. :D
It's going to be in the intro, basically. (no, it won't get destroyed xd)
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Missing slide lock mechanism, magazine and trigger are unfinished. But it's all fine for now. :)
It works in-game, even:
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I'll likely fully finish the model after the competition. I don't have time for smaller details right now. :/
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The Zastava M70. Not an AK-47, but it's pretty much based off the design. I'm pretty much making the "as-is-poly" model and throwing it into the game, just as it is. No high-poly-to-low-poly workflows, none of that stuff. I don't quite have the time to get used to that right now, so I paint my bump maps manually. :P (well, all the other maps as well; never used stuff like Substance Painter)

The to-do list is pretty broad, but actually a tiny bit smaller than the "have-done" list, comparing the number of lines:
  • make textures for the M70
  • rig and animate M70’s viewmodel
  • import M70 into the game and write a script
  • convert soldier models from Battlefield Balkan, rig and animate
  • write NPC scripts
  • make a bunch of textures from existing photos, reuse older textures
  • make materials for bullet holes, blood, and particle effects for gun smoke, explosions and whatnot (20%)
  • make map 1
  • make map 2
  • make map 3
  • make map 4
  • make map 5
  • make credits
  • make music?
  • make a full main menu UI
  • make a HUD
  • submit the game (15th May) - development deadline
  • make a trailer and a presentation
  • present the game (23rd May)
In a matter of 3 weeks, I did more than I'd do within 3 months. So I realised, deadlines make me run really fast. ;)
Admer456 Admer456Lean, mean, mapping machine :3
Posted 10 hours ago2019-04-20 18:25:04 UTC Post #342501
Lots of good looking stuff in here from the last couple of days. Bravo everyone. :D
UrbaNebula UrbaNebulamonster_urby
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