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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Jetsetlemming
    • July 25, 2008 at 7:54 PM
    • #6,041

    It strikes me as something that would work in CSS based on those screenshots, but that may be just because they're so many goddamn counterstrike maps released dev textured.

    Hey, I didn't have a 100% complete Source map before last month with a TF2 pyro gimmick map, so I can commiserate. I'm working on an urban Zombie Master map designed to be impressive visually now. Keep getting distracted by TF2 though...

  • Sentura
    • July 26, 2008 at 4:18 AM
    • #6,042
    Quote from Jetsetlemming

    It strikes me as something that would work in CSS based on those screenshots, but that may be just because they're so many goddamn counterstrike maps released dev textured. Hey, I didn't have a 100% complete Source map before last month with a TF2 pyro gimmick map, so I can commiserate. I'm working on an urban Zombie Master map designed to be impressive visually now. Keep getting distracted by TF2 though...

    i would consider anything but genuine cs gimmicky as well. why not just make a regular cs map? if you're focusing on visuals instead of gameplay, you'll probably find that much easier.

  • Jetsetlemming
    • July 26, 2008 at 9:14 AM
    • #6,043

    Oh, I think I'd be pretty antithesis to the concept of a CSS map. I hate AWP whores, so I'd design the fucker with tight spaces, blind corners, ankle-height views into areas that are designed to lure snipers...

    Set it in an industrial basement or some shit. Not the kind of environment that suits itself to pretty.

    The ZM map I've got is four blocks at a crossroad, with a grocery at one corner, a bank at another, an apartment building, and a small park, with the human players spread out in the buildings and the zombie master assaulting them. Two groups of survivors, those on the top floors and those on ground level/street are cut off from each other and have to work together to provide a proper defense.

    Gonna see if I can make it look good with a) the buildings fully fleshed out and realistic seeming, and b) A dark and stormy night.

  • -rt-
    • July 26, 2008 at 11:00 PM
    • #6,044

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  • Rick_D
    • July 29, 2008 at 3:46 PM
    • #6,045
    Quote from Skacky

    Just got some things fixed. Thanks for the comments by the way. Some pics.

    [Blocked Image: http://pix.nofrag.com/9/4/4/5dfc9a4e68c802174369528a96f7btt.jpg]

    I love how Phil's textures are still being used like a year and a half after being released xD

  • Minos
    • July 29, 2008 at 5:13 PM
    • #6,046

    So textures should be used within 3 months and then be completely forsaken?

  • Rick_D
    • July 29, 2008 at 5:19 PM
    • #6,047
    Quote from Minotauro

    So textures should be used within 3 months and then be completely forsaken?

    I love how Minotauro's sense of humour hasn't changed for over a year and a half xD

  • Belgarion
    • July 30, 2008 at 3:22 AM
    • #6,048

    That's a sense of humor?

  • Jetsetlemming
    • July 30, 2008 at 9:49 PM
    • #6,049

    Inspiration:

    [Blocked Image: http://img116.imageshack.us/img116/5957/desktopfk2.jpg]

    Result:

    [Blocked Image: http://img179.imageshack.us/img179/9986/cpsnowy0000dw6.jpg]

    I totally half-assed this- it was a spur of the moment thing I decided to when what I had planned fell through because my computer's a total piece of shit and can't handle Hammer with the Orange Box engine and a map that scale. I like how it turned out, though. It's got potential. It's got a feel to it. Gonna expand it, make the bend closer to the image, add the house you can just barely see through the tree branches, and a skybox, see where I go from there.

  • JeanPaul
    • July 31, 2008 at 7:57 PM
    • #6,050

    use crysis for dat

  • DvS
    • July 31, 2008 at 11:41 PM
    • #6,051
    Quote from JeanPaul

    use crysis for dat

    But it's not an island!

  • -HP-
    • July 31, 2008 at 11:42 PM
    • #6,052
    Quote from DvS

    But it's not an island!

    very phuney!

  • Loafie, Hero of Dreams
    • August 1, 2008 at 11:53 AM
    • #6,053
    Quote from DvS

    But it's not an island!

    win

  • the0rthopaedicsurgeon
    • August 2, 2008 at 1:27 AM
    • #6,054

    my entry for the ZPS mapping contest:

    [Blocked Image: http://img124.imageshack.us/img124/6795/zpotanker0002ho0.jpg]

    [Blocked Image: http://img233.imageshack.us/img233/2897/zpotanker0005qy7.jpg]

    [Blocked Image: http://img124.imageshack.us/img124/6167/zpotanker0007pr1.jpg]

    [Blocked Image: http://img403.imageshack.us/img403/285/zpstanker20012hz9.jpg]

  • JeanPaul
    • August 2, 2008 at 4:07 PM
    • #6,055

    The light_env is a bit yellow and the indoor lighting is really dull, but I definitely like the geometry of the ship

  • D3ads
    • August 3, 2008 at 12:03 AM
    • #6,056

    It looks really good, but those blood decals on the second shot look quite out of place.

  • Jetsetlemming
    • August 3, 2008 at 11:21 PM
    • #6,057
    Quote from D3ads

    It looks really good, but those blood decals on the second shot look quite out of place.

    I don't think they look "out of place" but I think it looks somewhat odd without a visible source. Perhaps a good ole fashioned mutilated corpse is in order?

  • m8nkey
    • August 4, 2008 at 6:09 AM
    • #6,058
    Quote from the0rthopaedicsurgeon

    my entry for the ZPS mapping contest:

    Nice work on the ship. It looks great. I think Jetsetlemming's idea of a corpse would be a nice touch.

  • the0rthopaedicsurgeon
    • August 5, 2008 at 2:39 AM
    • #6,059

    The helipad was supposed to be a previous, failed escape attempt in which the humans were probably eaten, so I've compromised and added a pair of legs instead of a whole corpse. The lighting does still need work, I've turned down the yellowness in these screens to almost nothing but it's still looking too saturated outside.

    Also, I forgot to mention that about 95% of the map is custom content. I wanted to make a map with as much of my own work as possible so apart from about 6 textures (things like steps and pipes) and some small props like lights, the aerials etc, it's all custom.

    [Blocked Image: http://img145.imageshack.us/img145/940/zpotanker0013ug0.jpg]

    [Blocked Image: http://img360.imageshack.us/img360/4284/zpotanker0010wl1.jpg]

    [Blocked Image: http://img357.imageshack.us/img357/8430/zpotanker0011id2.jpg]

    [Blocked Image: http://img354.imageshack.us/img354/279/zpotanker0014ij4.jpg]

  • aaron_da_killa
    • August 5, 2008 at 7:51 AM
    • #6,060

    Nice work the0rthopaedicsurgeon. I like what you have done, personally, I think a ship would be really hard to build, both aesthetics wise and all the performance issues involved.

    Both the interior and exterior look good, and all that custom content looks great and gives the level a nice personality.

    Can't think of anything else to say .

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