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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • KoKo5oVaR
    • December 25, 2006 at 2:21 AM
    • #3,141

    nexus never do his props snipamasta ... ! good job my very own wiger

  • TeddyBear
    • December 25, 2006 at 8:09 AM
    • #3,142
    Quote from SnipaMasta

    You could at least be a bit more elgant, Teddy, rather than telling people that their work sucks ass. The bottom of it looks wrong (there's no sign of rooting/snow) but the rest is fine. The last screenshot looks quite cool, a nice sniping position.

    Man! I'm sorry if you took me as dead serious, it was meant as a more comical remark. I know those aren't the work of Dodger, if he now was the producer I would of course not put it that way. However, it doesn't change the fact that the HL2/CSS prop trees don't look very nice

  • SnipaMasta
    • December 25, 2006 at 8:50 AM
    • #3,143

    Oh, I see - didn't realise it was a default prop. I noticed that there's not much custom stuff in it but I can't recall seeing that tree. Sorry for the mis-understanding there.

  • Sindwiller
    • December 26, 2006 at 12:51 PM
    • #3,144

    Looks nice nexus Oh, and I love your new avatar ^^

  • Quakis
    • December 29, 2006 at 5:19 AM
    • #3,145

    Been practising to code for Duke3D. This is so I don't mess up with anything in my Mansion level, and there's a few things I still wish to have in there which isn't too hard to do. The following screenshot shows a custom key, health and inventory menu (basic graphics) with a working selecting box that moves and eventually be able to use specific items. Ofcourse in my mansion there'll be small graphics which will look a lot better. Custom health hud was just for practise. And the map isn't another project, just a test map where I also tried out some structure and texture mixing ideas out. Hipshot's skybox also look great there.

    [Blocked Image: http://img82.imageshack.us/img82/2151/taw008rz5.jpg]

  • ⌐■_■
    • December 29, 2006 at 4:30 PM
    • #3,146

    this is great

  • Xanthi
    • December 29, 2006 at 4:40 PM
    • #3,147

    yeah awesome

  • mabufo
    • December 29, 2006 at 9:59 PM
    • #3,148

    After a long break from the mapping scene - I've decided to kick off my triumphant return with a small, but neat, singleplayer map pack. Namely, so I can learn the ins and outs of controlling NPCs, lighting, and all sorts of that stuff. Considering, making my favourite singleplayer areas into ORIGINAL deathmatch areas didn't go over so well with anybody .

    Anyway, the map - called 'SubVia' won't feature anything too special/groundbreaking, and I still have a long ass way to go with it. In fact, some of you may or may not recognize this scene from an earlier work of mine trying to recreate an old subway tunnel. Recently, I've sinced transformed it into something much more neat... but most importantly, I'm happy with how it's turning out. Who knows, maybe I'll add my own decals sometime! So far I've figured out how to make NPCs do some basic actions - like moving along a path, sitting, and well - that's all so far. It's an ongoing learning experience! Here are some pics... but keep in mind with the framerate, my rig isn't top of the line, and all the graphical settings(except for verticle sync, and water reflections - are maxed out. Please let me know what you think about the map/ changes and all that. Good day.

    http://img187.imageshack.us/img187/5529 ... 004uy1.jpg

    http://img238.imageshack.us/img238/9649 ... 005nu8.jpg

    http://img300.imageshack.us/img300/7180 ... 006mt9.jpg

    Even if this doesn't turn out to be the singleplayer map pack extraveganza that I hope, I'm still pretty happy with my progress.

  • Dodger
    • December 29, 2006 at 11:22 PM
    • #3,149

    awe-inspiring amazing

  • Ooghijmiqtxxa
    • December 30, 2006 at 9:37 AM
    • #3,150

    [Blocked Image: http://img225.imageshack.us/img225/4253/docean1jw6.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/2869/docean2fl7.jpg]

    I've just finished some of the textures for my level. I'm aiming for Doom3/Quake 4 in Source. I learned a lot from my last level, and this one is really going to shine once I'm done with it.

  • D3ads
    • December 30, 2006 at 12:42 PM
    • #3,151

    It looks kinda Doom 3 without looking like a clone of sorts, is that a modified D3 GUI I see?

  • e-freak
    • December 30, 2006 at 1:58 PM
    • #3,152

    if youre going for a real d3 mod on hl2 you should consider using the parralax occlusion shader by garfield (new version seems to be pretty smooth running)

  • SnipaMasta
    • December 30, 2006 at 3:32 PM
    • #3,153

    The corridor looks a little high for me (unless you were no-clipping through the floor).

  • FMPONE
    • December 30, 2006 at 5:30 PM
    • #3,154

    Familiar looking textures oog :wink:

    Good work, but its a corridor. I think you're capable of something a bit more ambitious.

  • Minos
    • December 31, 2006 at 5:26 AM
    • #3,155

    it's just a test to show his textures fmp

    They look pretty hot btw ooghi

  • Bluestrike
    • December 31, 2006 at 11:07 PM
    • #3,156

    Revising a older map with models, still WIP ofcourse.

    [Blocked Image: http://www.bluestrike.be/tempspul/de_battleship_hdr0004.jpg]

    [Blocked Image: http://www.bluestrike.be/tempspul/de_battleship_hdr0005.jpg]

  • FrieChamp
    • January 1, 2007 at 4:41 PM
    • #3,157

    That looks quite promising bluestrike!

  • Kabelen
    • January 1, 2007 at 7:44 PM
    • #3,158

    Trying to start out something for NS2 for when it arrives in a long time etc..

    Using PhilKs quake4-ish textures for source. Still WIP and the lighting is not what I want it to be..(any ideas and tips on how to adjust them correctly?)

    [Blocked Image: http://www.home.no/kab3l1/screenshots/ns2test/ns2test1.jpg]

  • D3ads
    • January 1, 2007 at 9:35 PM
    • #3,159

    Blue-Strike: Looks like a good start!

    Kabelen: Looks kinda random, are those Prey defuse textures I see?

  • dux
    • January 1, 2007 at 10:01 PM
    • #3,160

    Philip's texture pack

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