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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • SixThree
    • July 15, 2006 at 1:20 AM
    • #2,401

    Overlays?

  • tomdon
    • July 15, 2006 at 1:40 AM
    • #2,402
    Quote from SixThree

    Overlays?

    Indeed.

  • Meotwister
    • July 16, 2006 at 9:35 PM
    • #2,403

    he cranked his lightmap scale to .01

    nice tomdon!

  • tomdon
    • July 17, 2006 at 11:09 PM
    • #2,404

    The map has changed a lot now.

    [Blocked Image: http://tomdon.net/images/DEFENCE.jpg]

  • Minos
    • July 17, 2006 at 11:16 PM
    • #2,405

    That's hot. I'm assuming the fog glitch is temporary ?

  • tomdon
    • July 17, 2006 at 11:25 PM
    • #2,406

    What fog glitch?. The smoke around the cannon? that is test to try and get the smoke stack to go out sideways not up(which clearly failed ).

    Or do you mean the fact everything just ends, thats because I have not made much yet , no skybox etc.

  • Zeta
    • July 18, 2006 at 1:49 PM
    • #2,407

    [Blocked Image: http://i1.tinypic.com/20aaxx3.jpg]

    rrrrrratttttsss.

    Hopefully done in the next two days with custom models and textures.

  • von*ferret
    • July 18, 2006 at 3:34 PM
    • #2,408

    I dont think you're understanding the purpose of dev textures . You're just supposed to quickly lay brushwork to get an understanding of gameplay flow and whether areas should be redone.

  • Zeta
    • July 18, 2006 at 4:20 PM
    • #2,409

    I hope you don't think i'm using devs as the final textures XD

    I'm well aware of what theyre for and use them throughout the majority of the mapping process right up utill i have a final layout. The make sure everything is on grid and scaled correctly.

  • General Vivi
    • July 18, 2006 at 8:48 PM
    • #2,410

    zeta just loves dev textures ^^

  • JeanPaul
    • July 18, 2006 at 9:40 PM
    • #2,411

    Someone didnt want to get ripped to shreds on HL2world

  • KungFuSquirrel
    • July 18, 2006 at 10:14 PM
    • #2,412

    is there some story here that those of us who don't frequent said site are missing...?

  • JeanPaul
    • July 18, 2006 at 10:20 PM
    • #2,413
    Quote from KungFuSquirrel

    is there some story here that those of us who don't frequent said site are missing...?

    "HL2World: Shooting down your hopes and dreams since 2003"

  • Tequila
    • July 18, 2006 at 10:32 PM
    • #2,414
    Quote from JeanPaul

    "HL2World: Shooting down your hopes and dreams since 2003"

    More like "HL2World: Cretin Central".

  • JeanPaul
    • July 18, 2006 at 10:50 PM
    • #2,415

    :roll:

  • Tequila
    • July 18, 2006 at 11:54 PM
    • #2,416
    Quote from JeanPaul

    :roll:

    Oh fret not, I wasn't talking about you, or Zeta, or a few other HL2Worlders who've made themselves known on Mapcore.

  • JeanPaul
    • July 19, 2006 at 12:03 AM
    • #2,417

    Oh I see

  • Wesley Tack
    • July 19, 2006 at 1:00 AM
    • #2,418

    Heres my first map i made for source, it's for http://www.off-limits.be

    It's a large citymap, you can see a part of it in this shot.

    [Blocked Image: http://www.wesleytack.com/upload/styx/ol_styx0051.jpg]

    - Wesley

  • JeanPaul
    • July 19, 2006 at 1:45 AM
    • #2,419

    I like that

    Idea: Cut off the top half of those beams, scale them by 0.0625 and throw them into the skybox, saving you loads of resources. Or is that upper area accessable?

  • Wesley Tack
    • July 19, 2006 at 2:32 AM
    • #2,420

    the first 6 floors are accessable, the rest is in fact 3Dskybox, the whole level is cut off at a certain height, i had to do some work to get rid of the seam, but i got it away in the end.

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