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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Skjalg
    • October 14, 2007 at 3:35 PM
    • #4,961

    there comes a time in a mappers life where he needs to realize that his map is done and starts moving on..

  • FrieChamp
    • October 14, 2007 at 4:26 PM
    • #4,962

    Oh give him a break, the first shot looks very promising actually...like you spent a lot of time and effort to replicate what you see from your window. I never got this far/good with rebuilding our house

    Is the performance still good?

  • Rick_D
    • October 14, 2007 at 5:56 PM
    • #4,963
    Quote from FrieChamp

    Oh give him a break, the first shot looks very promising actually...like you spent a lot of time and effort to replicate what you see from your window. I never got this far/good with rebuilding our house Is the performance still good?

    yeah I suppose there's no harm in supporting him, it's just that he released his map (to world-wide acclaim) a few months ago (or was it longer?). And even then it didn't look bad, it was quite good. I'll be honest though, this is not looking any better, the outside doesn't feel right (I think it's the tree models that make it feel off) and if the fog is intended to help performance I can think of other ways of doing it without cutting view distance down - all that the fog is doing is culling what the draw distance should be anyway - it's not that open a map.

    Not the nicest thing I could have said but it's honest, and that's what counts, blind honesty in the face of the rules.

    Advice #47:

    Give up, learn from this level and make another, better, more impressive level. If you keep picking at this current level you will feel obliged to change more and more and eventually it won't be the same map.

    Or if you're just looking for comments on how fantastic you are:

    Wow looks wizzicked may'n, you gots da s to da k to da ills

  • TermInator525
    • October 14, 2007 at 6:59 PM
    • #4,964

    ->

    [Blocked Image: http://bildupload.sro.at/a/images/de_bahrain_sunflare.jpg]

  • mike-0
    • October 14, 2007 at 8:01 PM
    • #4,965
    Quote from Nexus

    guess what.. new shit!http://img155.imageshack.us/img155/9169 ... 124xk2.jpg

    http://img518.imageshack.us/img518/7294 ... 086vh2.jpg

    You posted that same map about a year and a half ago

  • Nexus
    • October 14, 2007 at 9:30 PM
    • #4,966
    Quote from Rick_D

    yeah I suppose there's no harm in supporting him, it's just that he released his map (to world-wide acclaim) a few months ago (or was it longer?). And even then it didn't look bad, it was quite good. I'll be honest though, this is not looking any better, the outside doesn't feel right (I think it's the tree models that make it feel off) and if the fog is intended to help performance I can think of other ways of doing it without cutting view distance down - all that the fog is doing is culling what the draw distance should be anyway - it's not that open a map.

    Not the nicest thing I could have said but it's honest, and that's what counts, blind honesty in the face of the rules.

    Advice #47:

    Give up, learn from this level and make another, better, more impressive level. If you keep picking at this current level you will feel obliged to change more and more and eventually it won't be the same map.

    Or if you're just looking for comments on how fantastic you are:

    Wow looks wizzicked may'n, you gots da s to da k to da ills

    Display More

    Yeah, you're absoulutely right, your comments was honest, smart, but

    I didn't understand.. too dumb to understand, sorry.

  • PogoP
    • October 18, 2007 at 1:55 AM
    • #4,967

    Here's a little update. This particular part of my SP map series takes place in a small office building that has been partly stripped as the building was slated for demolition. However, the Combine invasion put a stop to that little plan

    Again, I'm using only HL2 stock materials/props. The last shot reminds me of Office Complex from the original HL for some reason.

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermapskyalt0024.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermapskyalt0030.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermapskyalt0022.jpg]

    [Blocked Image: http://i50.photobucket.com/albums/f332/PogoP/singleplayermapskyalt0031.jpg]

  • sk3tch
    • October 18, 2007 at 7:08 AM
    • #4,968

    Pogo: That looks nice. I like the look of the first 2 screenies...although the third pic looks wierd because of the grate texture.

    Below are a few of the CGS tounament maps I'm almost ready to release:

    [Blocked Image: http://img85.imageshack.us/img85/2122/csxfxcasino0007bb2.jpg]

    [Blocked Image: http://img85.imageshack.us/img85/7028/casino70001fo8.jpg]

    [Blocked Image: http://img86.imageshack.us/img86/9259/csxfxchallenge20027nz2.jpg]

    [Blocked Image: http://img86.imageshack.us/img86/2174/csxfxchallenge10013bz2.jpg]

  • GregBoffins
    • October 18, 2007 at 8:19 AM
    • #4,969

    PogoP: In your last shot inside the small office there, is that vertical blinds or a vent? Also the wire coming from the light bulb kinda just stops suddenly, does it go into the ceiling?

    Why do some objects cast shadows underneath the office desks, like the boxes and stuff? Is this a source engine flaw?

  • PogoP
    • October 18, 2007 at 8:38 AM
    • #4,970
    Quote from Zombie

    PogoP: In your last shot inside the small office there, is that vertical blinds or a vent? Also the wire coming from the light bulb kinda just stops suddenly, does it go into the ceiling?Why do some objects cast shadows underneath the office desks, like the boxes and stuff? Is this a source engine flaw?

    They're vertical blinds in the one shot. The bulb goes into the ceiling. And it's a Source engine flaw :/

  • GregBoffins
    • October 18, 2007 at 8:53 AM
    • #4,971
    Quote from PogoP

    They're vertical blinds in the one shot. The bulb goes into the ceiling. And it's a Source engine flaw :/

    Ahhh, oops I meant the wire connected to the light bulb

    might run it down the wall or something? Or remove the wire completely, nothing wrong with removing it, since most places have all the wires hidden anyway.

  • Warby
    • October 18, 2007 at 9:11 AM
    • #4,972

    Bahrain remake is coming along nicely

  • PogoP
    • October 18, 2007 at 12:12 PM
    • #4,973
    Quote from Zombie

    Ahhh, oops I meant the wire connected to the light bulb might run it down the wall or something? Or remove the wire completely, nothing wrong with removing it, since most places have all the wires hidden anyway.

    Heh sorry it was early in the morning when I typed my reply. The wire already goes into the ceiling and I don't know if theres an actual prop with just the bulb and no wire; I can't remember seeing one. I'll have another look later.

  • Sindwiller
    • October 18, 2007 at 12:12 PM
    • #4,974

    Sk3tch:

    [Blocked Image: http://xs220.xs.to/xs220/07424/csxfxcasino0007bb2.jpg]

    Uhoh, beware of untilable texture

    Looks fine other than that

  • Mr. Happy
    • October 18, 2007 at 10:32 PM
    • #4,975

    I swear to god I've seen that carpet in real life...

  • m8nkey
    • October 18, 2007 at 11:17 PM
    • #4,976

    Bahrain map is looking good though slightly generic, dust-like. Looks like it's early in development though so coming along well.

    I know that's sorta how Bahrain is as it was the first place I travelled to in the middle east. Very unusual place. It's very affluent, the US dollar is only worth 0.4 Dinar. Everything is covered in dust, including the latest model cars you see driving around.

    There's plenty of damaged and demolished buildings littering the streets. The city center is an unusual mix of modern and dilapidated buildings. The outskirts and market areas contain "Dust" like architecture. Some areas of the city are heavily fortified with concrete barriers, razor wire, armed soldiers and 50cals.

    Suggestions:

    1. Possibly include a fortifide US facility.

    2. You could include some modern buidings or cars (covered in dust of coarse)

    3. I'd definately suggest some battle damage, damaged buildings.

    4. Lots of beautiful Mosques over there too. You could include one as a feature.

  • Rick_D
    • October 19, 2007 at 2:59 AM
    • #4,977

    you know, in real life carpet doesn't actually tile perfectly and it is acceptable to have a large area of floor space covered by more than one large piece of carpet.

    shocking, I know.

    however that was probably just a mistake ;D

  • the0rthopaedicsurgeon
    • October 19, 2007 at 7:03 PM
    • #4,978

    some more progress on my tf2 map, started on the red side. the lighting still needs a lot of work (looks too realistic inside and too plain outside) and i can't compile cubemaps, but here it is anyway:

    [Blocked Image: http://img145.imageshack.us/img145/773/cpswiss0000jk7.jpg]

    [Blocked Image: http://img115.imageshack.us/img115/9735/cpswiss0001tr5.jpg]

    [Blocked Image: http://img222.imageshack.us/img222/2987/cpswiss0004wa4.jpg]

  • Minos
    • October 19, 2007 at 7:11 PM
    • #4,979

    Yeah geometry is good but lighting needs a lot of definition.

  • GregBoffins
    • October 19, 2007 at 8:21 PM
    • #4,980

    the0rthopaedicsurgeon: Just make sure you make the important areas contrasted in the favour of brightness. At the moment it looks too dark

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