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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ⌐■_■
    • December 16, 2006 at 11:59 AM
    • #3,121
    Quote from hydeph

    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

    I didnt say props are everything

    what i ment is that leveldesigners shouldnt focus too much on detail on brushwork in general. i find balance and smart brushplacement more important. for instance, look at the hl1 maps from Neil Manke (they hunger), he doesnt add too much detail in his levels but theres an consistent style noticeable and a grand atmosphere. i think that definitly goes for hl2 maps too. good lighting, a consistent style and good, smart and creative placement of brushes is so important. to be frank, im getting tired of all ppl staring themselves blind on the detail, like thats the only element of leveldesign.. im not saying its not important though..

    but, what youre basicly saying is; is that you find brushwork is everything?

  • alexroyce
    • December 17, 2006 at 8:37 AM
    • #3,122
    Quote from Ooghijmiqtxxa

    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.

    http://img329.imageshack.us/img329/3113/21ab8.jpg

    http://img183.imageshack.us/img183/1686/3wg7.jpg

    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.

    You should consider making some faces have more detailed lightmaps as theres a lot of great opportunities for kick ass shadows to heighten the atmosphere.

    Edit: Looks like its been released

  • OnboardError
    • December 18, 2006 at 10:34 PM
    • #3,123

    [Blocked Image: http://img201.imageshack.us/img201/9688/hudsonif6.jpg]

    textured a little... no props.. or anything of the such.. but just a idea of how its coming along.

  • ken20banks
    • December 19, 2006 at 1:14 AM
    • #3,124

    thats a nice building onboarderror

  • Wesley Tack
    • December 20, 2006 at 3:45 AM
    • #3,125

    I'm finalizing a second map for Off Limits, it's actually the first map we made, but it's been through so much stages I've lost count. It's a map designed by Purerage, I'm making the final touches to get it in the Off Limits release asap.

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_electriccabin01.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_electriccabin02.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_electriccabin03.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_electriccabin04.jpg]

    [Blocked Image: http://users.pandora.be/simon.wt/downfall_electriccabin05.jpg]

  • JeanPaul
    • December 20, 2006 at 4:12 AM
    • #3,126

    The props look nice, but that room is -literally- a prop box.

  • Nysuatro
    • December 20, 2006 at 5:23 AM
    • #3,127

    Where are the old days when we used brushes for that ^^

    Those machine need a bit more scratches i think. They are only dirty.

    Like scratches on the corners.

  • st0lve
    • December 20, 2006 at 2:25 PM
    • #3,128

    Yeah, from being soo close to a wall that blowed up they are really clean.

  • dissonance
    • December 20, 2006 at 9:45 PM
    • #3,129
    Quote from Nysuatro

    Where are the old days when we used brushes for that ^^Those machine need a bit more scratches i think. They are only dirty.

    Like scratches on the corners.

    and some normalmap dents!

  • Wesley Tack
    • December 21, 2006 at 1:16 PM
    • #3,130

    I'm not someone who put every detail in map props, cause people will walk through that room in 2 seconds (if not 1) so they wont look much to any details. Also, I could have broken it up more, but I think a smooth gameflow is more important than some more broken up props that take more space and give more edges for a player to get stuck upon or bump against (which is very annoying in a multiplayer game). Thats just my opinion.

  • Nysuatro
    • December 21, 2006 at 1:43 PM
    • #3,131
    Quote from WesleyTack

    I'm not someone who put every detail in map props, cause people will walk through that room in 2 seconds (if not 1) so they wont look much to any details. Also, I could have broken it up more, but I think a smooth gameflow is more important than some more broken up props that take more space and give more edges for a player to get stuck upon or bump against (which is very annoying in a multiplayer game). Thats just my opinion.

    Well you got a point there. But you asked for comments on you prop and this just came to me. because i am not playing the map but i am focused on this prop.

  • Psy
    • December 21, 2006 at 2:49 PM
    • #3,132

    I hate having absolutely no ideas for a map =/

  • Sa74n
    • December 21, 2006 at 3:01 PM
    • #3,133

    time to buy some good dvds or go to the movies.. or just go outside in general you'll find loads of inspiration on flickr as well.

  • Wesley Tack
    • December 21, 2006 at 3:16 PM
    • #3,134

    I didn't ask for comments, I just wanted to add to the WiP thread

    Psycho: Why not reconstruct the WTC, I wonder why no one ever did that actually. Would be cool to have the plaza + 2 WTC towers and being able to go up and defuse a bomb... CT's start at the bottom, T starts at the top.

    You could make it pretty cool with two bomb spots in tower 1 and 2. Heck I'd make it if i didn't have to map for off limits

  • Rick_D
    • December 21, 2006 at 4:08 PM
    • #3,135

    That's pretty tasteless ;D

    Oh and Source's collision models mean you won't have every angle and edge colliding with the player, you know that, you're just making excuses ;D

  • Psy
    • December 21, 2006 at 4:25 PM
    • #3,136
    Quote from WesleyTack

    I didn't ask for comments, I just wanted to add to the WiP thread Psycho: Why not reconstruct the WTC, I wonder why no one ever did that actually. Would be cool to have the plaza + 2 WTC towers and being able to go up and defuse a bomb... CT's start at the bottom, T starts at the top.

    You could make it pretty cool with two bomb spots in tower 1 and 2. Heck I'd make it if i didn't have to map for off limits

    Already been done

    http://%7boption%7d

    This a layout that I have come up with;

    [Blocked Image: http://imageshare.co.nz/files/25/concept1.png]

  • Wesley Tack
    • December 21, 2006 at 4:41 PM
    • #3,137
    Quote from Rick_D

    That's pretty tasteless ;DOh and Source's collision models mean you won't have every angle and edge colliding with the player, you know that, you're just making excuses ;D

    Sure, but then you'll have players clipping in the model, which looks worse imHo than a plain and simple model. And we all know thats a common crit we hear on every game/mod screenshot, is when you see a player character clipping through a model (blasphemy!).

  • Dodger
    • December 25, 2006 at 12:06 AM
    • #3,138

    hah it's done

    [Blocked Image: http://img145.imageshack.us/img145/1772/dehogsatra2k7b1snow0000dr0.jpg]

    [Blocked Image: http://img145.imageshack.us/img145/4509/dehogsatra2k7b1snow0004vm4.jpg]

    [Blocked Image: http://img136.imageshack.us/img136/3619/dehogsatra2k7b1snow0008ny0.jpg]

    [Blocked Image: http://img136.imageshack.us/img136/6521/dehogsatra2k7b1snow0005lz2.jpg]

    [Blocked Image: http://img215.imageshack.us/img215/8173/dehogsatra2k7b1snow0006kj1.jpg]

    [Blocked Image: http://img99.imageshack.us/img99/7040/dehogsatra2k7b1snow0015ia9.jpg]

  • TeddyBear
    • December 25, 2006 at 12:33 AM
    • #3,139

    The tree props suck ass... however a really nice job over all. A few prop and texture replacements and I'd download it in an instant.

  • SnipaMasta
    • December 25, 2006 at 1:00 AM
    • #3,140

    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.

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