Atom's 'map from base' Minicompo Created 9 years ago2014-07-01 14:48:18 UTC by The Mad Carrot The Mad Carrot

Created 9 years ago2014-07-01 14:48:18 UTC by The Mad Carrot The Mad Carrot

Posted 9 years ago2014-07-10 00:39:13 UTC Post #320199
I'm going with a sewer theme.
Posted 9 years ago2014-07-10 17:55:38 UTC Post #320209
Awesome Zeeba! Some of the xen textures in low lighting should hopefully serve you well :)

This would also be a good time to play with the VHLT tools (I think that's the latest version?)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-11 02:21:54 UTC Post #320211
Good idea Captain, I got off to a ugly start but nothing a few sketches won't fix.

Edit: It's brilliant! ;)
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Posted 9 years ago2014-07-11 07:01:47 UTC Post #320225
Basemap compos are fun/easy to map for, and, it's so fascinating seeing the the variation in the entries... More WIPs pleez!:P

My entry is slowly starting to take shape:

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Not really sure what direction to take it next, but I want to try and finish by sunday.
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-11 17:01:10 UTC Post #320228
Looking good Captain, i'd focus on adding some more trims like around the door and supports for the rails. Also maybe some ambient effects like illuminating light from below the grating.

I'll post wip.s as soon as I have some, may have a busy weekend but i'll try to get some work in.

Edit:
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Posted 9 years ago2014-07-11 18:59:34 UTC Post #320233
So far, I like how everyone is carving in that middle section, where the player spawn point is. Great minds think alike :P

@Zeeba: I made a sewer for my other map that's half done, posted in the wip section. Very similar to your sketches, even the semi-coupole ceiling. I think green-orange blended really well, but it still needs a 3rd soft color and im keeping polys under 1k, pretty much lacking on detail. If it's any inspiration and you wanna kick it up a notch:
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Posted 9 years ago2014-07-11 19:14:37 UTC Post #320234
whatever happened to not changing brushwork?
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-11 19:24:18 UTC Post #320235
@Tetsuo: My screenshot is not Rim's basemap/map for comp.
I don't think Captain T has changed the base structure of the map, it's pretty much all there. Zeebas 1st sketch seems pretty spot on too.
Posted 9 years ago2014-07-11 19:28:08 UTC Post #320236
here is some screenshots from my entry: (it's hot!)
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waiting for some feedback :)

a little question:
this will be multiplayer or singleplayer map?
Posted 9 years ago2014-07-11 19:47:58 UTC Post #320237
Love the destructification platoon, great idea! Also, I'm sure adding any type of gameplay, SP or MP, will help your map in the running ;)

Tetsu0: The way I understand the guidelines: you can cut into existing brushwork so long as you don't expose the exterior walls to the void. To what extent you change the map and creative liberties you take, is of course all a bit of a balancing act in keeping with the spirit of the rules.

Zeeba: I wish I could sketch like that! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-11 19:51:40 UTC Post #320239
I'd say dim down the sun light, Platoon, to make it more atmospheric with a bunch of light_spots/tex lights and break the tileing of the ground & wall textures with trims/props.
Posted 9 years ago2014-07-11 20:07:02 UTC Post #320240
hmm maybe i misunderstood but I thought this was primarily a re-texturing thing...
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bleah
I'm really doing this to keep my mind sane in between these crazy 8 page long papers i need to write for these summer classes.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-11 20:36:22 UTC Post #320242
Oh, I misinterpreted the guidelines a little myself.

I thought so long as we held to the layout and scale we could do whatever we want, didn't know we had to keep existing geometry but could cut into it.

This will be fun.

Kachito, thanks that is very inspirational.
Posted 9 years ago2014-07-11 20:40:02 UTC Post #320243
didn't know we had to keep existing geometry but could cut into it
See that's where it's fuzzy.
The Brief doesn't say you can add geometry to the area.
It doesn't say you CAN'T add geometry either.
It just says you can't change what's there...
HALP :pwned:
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-11 21:17:33 UTC Post #320245
...am I correct in assuming we can add as much brushwork as we like (including structural stuff, not just props/prefabs), so long as we don't remove any of the existing layout?

ATOM: Correct.
For Hotdog's Crap-Christmas minicompo from base, you couldn't mess with any the existing structures, but you were free to add any brushes you like.

So maybe think of it like that, except--and here comes the fuzzy part--YOU CAN cut into existing stuff, so long as the basic shape/layout is preserved ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-11 21:43:17 UTC Post #320246
S.O.B i totally missed that part.
Not sure if im gonna have time to spruce it up now.
Damn these summer classes....
Blah
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-11 22:31:23 UTC Post #320247
Sorry you got confused, Tets, let me clear things up a bit:

Like I said, the goal is to detail and pretty-fy the base map. You can do this by adding you own brushes, trims, holes for windows, detail props and whatnot.

You cannot remove existing brushwork, the base layout and design of the basemap needs to be intact. However, you are allowed to cut holes in the existing brushwork for windows or whatever, but only in the inner walls that don't "see" the void.

Hope it makes sense, if not, just ask. :)
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2014-07-11 22:42:23 UTC Post #320248
Makes sense now, but I just missed one of the big details that wasn't in the original briefing. Not your fault - 'twas my oversight.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-12 08:58:15 UTC Post #320250
I'm also not sure if I'll have enough time to finish mine, now that I finally got started.
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I haven't even textured everything, yet! :nervous:
Crypt Crypt120% sorry!
Posted 9 years ago2014-07-12 09:52:38 UTC Post #320251
That's okay, I haven't started. Mainly because I inconveniently got into drawing again, and my creative-stuff time has been sunken into that.
Jessie JessieTrans Rights <3
Posted 9 years ago2014-07-13 01:00:13 UTC Post #320262
That looks lovely Crypt19, Great Job! :o

Also Great Job! Atom/Rim, the participation for this is refreshingly lovely! Any chance in hell we could make this the Official TWHL Minicompo #1, with profile medals and whatnot PB?

If yes, it might be a fun thing to add to the Competitions section. Also, maybe keep them short-term and GoldSRC exclusively! :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-13 03:11:16 UTC Post #320270
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Ghost129er: wat.

Like, seriously, was this the shit those days? I can't believe I set it up and looking at it, feels so awkward and weird, like I'm really REALLY out dated... Not saying we all are, but like.. I feel funky inside....
Ghost129er Ghost129erSAS1946 Certified Nuisance
Posted 9 years ago2014-07-13 03:20:24 UTC Post #320271
The tools are mostly the same.
You're just losing some luxury.
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-13 04:17:32 UTC Post #320272
That's what I call widescreen.
Posted 9 years ago2014-07-13 07:31:41 UTC Post #320273
@Captain T:"...GoldSRC exclusively!"

Oh God, no...Maybe accepting even more engines... Would love to post some udk/UE scenes in mini-comps, of course, judging them within their own limitations if going against entries from older engines.
Posted 9 years ago2014-07-14 02:10:53 UTC Post #320279
Ya, idk sort-of as a salute to the original game, keep it HL, but i feel ya bro! (The new UDK intrigues and of course scares the little kitteh) :P

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^ Some slow progress, I managed to add one door trim :)

That atrocious monstrosity of brushwork and texturing that is that tram, is going to be completely rebuilt conventionally, since Sledge is refusing to have any of my scaling shenanigans. I'm a one trick pony when it comes to my VM Scaling, and PB shot my pony!

I suppose it will be a good exercise for me, building some thing the old way :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-14 02:10:55 UTC Post #320280
Open in Hammer, VM in Hammer, save, continue in Sledge.
Posted 9 years ago2014-07-14 03:15:08 UTC Post #320281
No! =)

BTW, how is your entry going Stu? :)

I'll try to resist opening 3.x ever again... must. resist! (It might however be fun to do it in Hammer 4 and then try importing and compiling it) :P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-14 11:58:50 UTC Post #320291
My entry is coming along nicely for the few hours I've spent on it.
Posted 9 years ago2014-07-14 13:08:29 UTC Post #320295
Ha nice CT! Reminds me of the puddle jumpers from Stargate Atlantis
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-14 16:21:01 UTC Post #320304
How is that even a valid brush? And what's with the multiple Freemans?
Rimrook RimrookSince 2003
Posted 9 years ago2014-07-14 16:47:52 UTC Post #320305
Terror relies heavily on HLFIX from what i remember
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-14 17:08:35 UTC Post #320306
I don't run HLfix because it crashes and stops my compile everytime. In fact it has never worked for me yet...
Rimrook RimrookSince 2003
Posted 9 years ago2014-07-14 18:16:46 UTC Post #320307
From what i understand, you run it to a .vmf or .map before a compile.
And I also think that Atom's Compilator has an option to use HLFIX
Tetsu0 Tetsu0Positive Chaos
Posted 9 years ago2014-07-14 18:30:55 UTC Post #320308
BTW, how is your entry going Stu? :)
I've just downloaded it, haven't even opened it yet.
How is that even a valid brush? And what's with the multiple Freemans?
HLfix or not, there's no way that's a valid brush. Could it be a multiplayer map?
Posted 9 years ago2014-07-15 05:32:21 UTC Post #320318
Rim: That's only a very simple example of VM scaling, and it works equally well in hammer 3.x/4, PROVIDED you are using HLFix for GoldSRC.

A quick tutorial on lathing/VM scaling.

I believe you can scale symmetrical groups of vertices without the aid of HLFix, and they will possibly compile fine. I AM SURE though if you are scaling entire objects, then most definitely YES you need it! I don't currently have a Hammer 3.x setup to test it..

I use multiple Freeman's to measure scale/perspective :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-15 05:43:54 UTC Post #320319
It has nothing to do with whether you scaled or not, that front face is a concave polygon...
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-07-15 06:21:37 UTC Post #320320
I never noticed before the nose turned in on iteslf like that, my bad!

Also, funny you bring it up PB, because the only reason it's concave is because I used Sledge to scale it. This DOES NOT happen in Hammer ;)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-15 07:27:52 UTC Post #320321
I don't think it would do that. Can you show me the original brush and the steps to replicate that result? It just looks like you forgot to select some vertices...
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-07-15 08:07:07 UTC Post #320322
Um yes and yes it does :)

After just doing some quick tests in Sledge, I think what happened was the cylinder in question not being symmetrical caused the issue. (a normal clipped cylinder would not give you the concavity in Sledge)

example map 1

Confirmed, Hammer 4 can do this without incident, and I'm guessing Hammer 3.x would behave the same way:

example map 2
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-15 08:36:25 UTC Post #320324
Does it only happen if you have the "use relative values (percentage)" box switched off?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-07-15 08:56:02 UTC Post #320325
Tried it, and it seems to do the same thing with the checkbox on or off...

Disclaimer
Brush fukery like this is fun, but no replacement for modelling! Lathing served me well during my GS career, but has done nothing but hurt me in My Source one ='(
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-15 08:56:48 UTC Post #320326
Hmm, I can get the problem if I have the checkbox off, but if it's turned on, it works correctly. I can't break it with the checkbox on, any ideas?
Penguinboy PenguinboyHaha, I died again!
Posted 9 years ago2014-07-15 09:16:30 UTC Post #320327
Hmmm let me double-check.

Btw, did you just Update, the checkbox was "on" by default before I think? :)

Edit
Still does it for me Peebs. Um, are you moving the origin each time? (you need the origin centered on each slice, so it scales evenly across the y gridline)

Maybe our back/forth should be moved to the Sledge thread, sorry for starting the ruckus :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-16 03:42:28 UTC Post #320328
Not to give much away, here's a small hammer screen.
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Posted 9 years ago2014-07-17 17:47:48 UTC Post #320408
Had a last minute job come in on Monday. Only looked at the base map once so far. Will I be able to do something decent in one day?
Posted 9 years ago2014-07-17 20:36:37 UTC Post #320409
Anyone else finishing theirs? Mine's about done.
Posted 9 years ago2014-07-17 22:40:23 UTC Post #320410
Time is running out, submit your entries before the 20th!
The Mad Carrot The Mad CarrotMad Carrot
Posted 9 years ago2014-07-17 22:52:31 UTC Post #320411
Mine should be in by the morning(It's 8pm right now); It's gonna be a long night ;)

Disco: Yes, if you just add props and trims, and go with a simple theme, you could totally finish in a few hours ;)

Zeeba: Impressive! :o
Captain Terror Captain Terrorwhen a man loves a woman
Posted 9 years ago2014-07-18 00:40:20 UTC Post #320412
I totally forgot about this due to my schedule.
Guess I won't be entering now. :(
Eh, I'll keep the base rmf. Might be a good exercise later.
Notewell NotewellGIASFELFEBREHBER
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