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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Nazul
    • December 13, 2006 at 11:29 PM
    • #3,101

    dude this shit is TEH SHIT! nice glowing "symbols" , give's a nice touch overall , maybe a bit more mystery or whatever would be cool

    do you have the prince of persia spikes coming out of the ground somewhere ? xD

  • ⌐■_■
    • December 13, 2006 at 11:35 PM
    • #3,102

    Ooghijmiqtxxa:


    holy shit that looks fekken awesum! and the green lights are not that bad after all! cant wait to see more of this good!

    succes!

  • KoKo5oVaR
    • December 13, 2006 at 11:42 PM
    • #3,103

    Definatly cool lighting and architecture dude, this is just my kind of maps

  • hessi
    • December 14, 2006 at 12:22 AM
    • #3,104
    Quote from sk3tch

    That looks hot as hell! I have a question though: How do you make gold on walls like that?Same effect on de_corse in the church but I have no idea what the material file variables would be.

    then why dont you just ask me?

    i colored the cubemaps in a saturated yellow. that's all.

  • SnipaMasta
    • December 14, 2006 at 1:19 AM
    • #3,105

    Bloody hell, that reminds me so much of Unreal (good thing) and it looks brilliantly put together. Can't wait to play it.

  • Ooghijmiqtxxa
    • December 14, 2006 at 3:47 AM
    • #3,106

    Thanks guys! I'm happy you guys like it.

    I busted my ass to finish the last room. I was going to make it completely indoors, but I thought I'd keep the pattern and leave it a bit open.

    [Blocked Image: http://img329.imageshack.us/img329/3113/21ab8.jpg]

    [Blocked Image: http://img183.imageshack.us/img183/1686/3wg7.jpg]

    [Blocked Image: http://img183.imageshack.us/img183/2459/2gx9.jpg]

    That's it for the layout. Now I can focus on the textures and the detail. I'll make a new thread for all of that probably tomorrow. I'll stop posting in the WIP thread now.

  • Evert
    • December 14, 2006 at 8:58 AM
    • #3,107

    Please say it plays as good as it looks~~

  • dux
    • December 14, 2006 at 11:47 AM
    • #3,108

    Coolio man. I spy lots of texture misalignments though! Alt-Right click man, Alt-Right click!

  • Nazul
    • December 14, 2006 at 11:56 AM
    • #3,109

    oh btw , i want your Personal Computer...

  • Psy
    • December 14, 2006 at 12:28 PM
    • #3,110

    [Blocked Image: http://imageshare.co.nz/files/25/cf_thevault_devscreen4_thumb.jpg]

    [Blocked Image: http://imageshare.co.nz/files/25/cf_thevault_devscreen5_thumb.jpg]

    [Blocked Image: http://imageshare.co.nz/files/25/cf_thevault_devscreen6_thumb.jpg]

    [Blocked Image: http://imageshare.co.nz/files/25/cf_thevault_devscreen7_thumb.jpg]

    Now to add props and finalise the lighting.

  • Nysuatro
    • December 14, 2006 at 12:43 PM
    • #3,111

    @Psycho : I am not a big fan of the orange borders. The color doesn't fit in the scene i think.

  • Skjalg
    • December 14, 2006 at 3:25 PM
    • #3,112

    You really should finalize the textures more, the first three pictures didnt really look so good

  • Zacker
    • December 14, 2006 at 8:02 PM
    • #3,113

    Ooghijmiqtxxa your map looks ok, but it stands out as fairly simple and repeating brushwork. The problem is that all your map seem to consist of is basic walls/floors and then your arches. Your arches are not bad, far from, but except for them there is no real geom detail in the map.

  • ⌐■_■
    • December 14, 2006 at 9:56 PM
    • #3,114

    brushwork is not everything.

  • Campaignjunkie
    • December 14, 2006 at 11:02 PM
    • #3,115

    Lots of maps are blocky and sloppy, relying on props to unify the level. If anything, there isn't enough brushwork these days.

  • KungFuSquirrel
    • December 14, 2006 at 11:21 PM
    • #3,116

    Blocky and sloppy aren't necessarily one in the same, though. I mean, HL2 is at times as minimalist as you can go and remains interesting through the entire scene's composition (plus the gameplay they build it for).

    Really, as brushes get sort of pushed to the backburner, they should be the last thing that's sloppy anymore, with prop placement/detailing, scene framing, lighting, etc. being the potential visual snags.

  • Ooghijmiqtxxa
    • December 14, 2006 at 11:23 PM
    • #3,117

    Zacker: Yeah, I'm going to be changing the walls, floors and ceilings. The arches will stay but I will be changing them up a bit. Those slabs of wall between the pillars will have more brush work to them, but I didn't want to get caught up in that before finishing the layout.

    Dux: Thanks. Haha, yeah I'll clean it up. Shes kind of sloppy right now.

    Evert: Hi Evert! It does. I think the layout is fun. I still need to optimize it but it plays great. The only part that is a little iffy is the first room which is the room with the shotgun and the bridge. I actually changed that in my latest build. I made a way for the player to get to the top level from the bottom and I think it plays a lot better now.

    I had a question about dark shadows. I really want the arches to cast a nice, dark shadow in the flooded room but don't want to lower the lightmap scale on those surfaces so much. Is that the only way to do it?

    Psycho: I really like those stairs. Did you make the textures? If you did, I'd say spend some more time on those and it'll look a lot better. I also really like the ceiling. That curved part looks great.

  • Psy
    • December 15, 2006 at 4:28 PM
    • #3,118
    Quote from Skjalg

    You really should finalize the textures more, the first three pictures didnt really look so good

    I'm thinking of changing some of the textures around a bit. Don't worry

    Quote

    I really like those stairs. Did you make the textures? If you did, I'd say spend some more time on those and it'll look a lot better. I also really like the ceiling. That curved part looks great.

    Thanks. Are you referring to the texture that is on the actual staircase which has the marble, with the tiles along the sides?

  • hydeph
    • December 15, 2006 at 4:47 PM
    • #3,119
    Quote from killertomato

    brushwork is not everything.

    I disagree. I find the majority of Source maps do not take advantage of the ability to jam pack levels full of brush details.

    I guess there is a balance between props and brush detail that is to be made, but seriously, the whole displacement map filled with props shit is getting old, fast.

    I'm glad there is a community of mappers that know this, though. <3 core

  • Quakis
    • December 15, 2006 at 4:50 PM
    • #3,120

    I agree with Hydeph here, especially the displacement map point. This is probably one major reason I find a majority of HL1 stuff a lot more appealing to look at than Source maps with blocky, square empty rooms with props scattered everywhere...

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