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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Quakis
    • January 22, 2007 at 4:34 PM
    • #3,241
    Quote from JeanPaul

    I am curious. Can I see what the editor for that map looks like?

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/Mapster32.jpg]

  • insta
    • January 22, 2007 at 5:15 PM
    • #3,242

    Oh the memories!

  • Defrag
    • January 23, 2007 at 7:38 AM
    • #3,243

    JeanPaul: That's some awesome stuff. I'm jealous that I can't throw that sort of polycount at MP maps due to BSP limits (nothing like dropping in the second base and getting hit with a MAX_MAP_BRUSHSIDES error, then spending a few days systematically destroying what you've created).

  • JeanPaul
    • January 23, 2007 at 2:45 PM
    • #3,244
    Quote from Defrag

    JeanPaul: That's some awesome stuff. I'm jealous that I can't throw that sort of polycount at MP maps due to BSP limits (nothing like dropping in the second base and getting hit with a MAX_MAP_BRUSHSIDES error, then spending a few days systematically destroying what you've created).

    MAX_MAP_PLANES is even worse for me

  • Zacker
    • January 23, 2007 at 2:57 PM
    • #3,245

    Jean please make that tutorial, I have never really had much luck with doing such stuff in Hammer either.

  • JeanPaul
    • January 23, 2007 at 11:15 PM
    • #3,246

    Yeah, um I need time first

    I will make it in due time, dont worry.

  • Psyshokiller
    • January 25, 2007 at 9:53 AM
    • #3,247

    Some more stuff from Soul Gems: (Don't mind the fps in those screens, portaling ain't done for the rooms in the area)

    [Blocked Image: http://xs411.xs.to/xs411/07044/shot00047.png]

    [Blocked Image: http://xs411.xs.to/xs411/07044/shot00048.png]

    [Blocked Image: http://xs411.xs.to/xs411/07044/shot00049.png]

  • Sa74n
    • January 25, 2007 at 10:31 AM
    • #3,248

    ah gotta love the prey assets.

  • Minos
    • January 25, 2007 at 2:44 PM
    • #3,249

    wow that's some really hot stuff. The tube looks marvelous.

  • von*ferret
    • January 25, 2007 at 4:20 PM
    • #3,250

    Looks a little cramped but the texture art is great.

  • D3ads
    • January 25, 2007 at 4:47 PM
    • #3,251

    Looks awesome!

  • Josch
    • January 25, 2007 at 5:37 PM
    • #3,252

    Here some screenshots of my waste_disposal-remake:

    [Blocked Image: http://img159.imageshack.us/img159/1839/disposal1ce8.jpg]

    [Blocked Image: http://img365.imageshack.us/img365/659/diaposalbm4.jpg]

  • von*ferret
    • January 25, 2007 at 5:39 PM
    • #3,253

    mmm accordion

  • ⌐■_■
    • January 25, 2007 at 10:21 PM
    • #3,254

    Love the lighting. Make the rocks look more like rocks, and you map should.. rock.

    BTW: never fiddle with your screenshots in the WIPforum..

  • MJ
    • January 26, 2007 at 12:53 AM
    • #3,255

    ya add some bumps on that sand..

  • JeanPaul
    • January 26, 2007 at 1:51 AM
    • #3,256

    Remakes - my specialty as of now

    You arent giving the map any "update." The point of remaking a map is to incorporate the new features of the newer engine, while still retaining the same theme as before. You almost must make the map "make sense" as no half life map ever made sense, meaning, you must come up with some sort of idea/theme/facility type.......ect ect ect. Because right as of now, its just a random walkway with rocks on top of it? That doesnt make sense, make it some sort drainage area, or even a mid-desert water treatment plant, but anything but...........nothing.

    As of now, you have nothing but a port, give it a makeover with some more updating of both visuals and gameplay, maybe even add a walkway up top for some more Z-axis play. (which is what I plan on doing with Stalkyard.)

    So, give your map a theme, search for images on google for references, but most importantly---relate it to a real life area rather than just random shit. THEN post what you have and I garuntee you will like the results.

  • Josch
    • January 26, 2007 at 8:58 AM
    • #3,257

    Thanks for your resposnce.

    Well, the theme of the map.. I mean, name is theme! Waste_Disposal. I wont change this setting of the map.

    But you`re right. Some changings must be do. The idea of adding some possibilities to act in z-directions is great. Never thought about that.. I think, i will do it

    About the rocks: Actually, the screenshots aren`t actual at all. I resized the rock-walls. They`re now much higher. I added some waste-transport-system and some - still not walkable - ways in higher levels.

    But I will trie to get them available for the player. ATM there just for optics...

  • Gorion
    • January 26, 2007 at 11:16 AM
    • #3,258

    Well, this is my second map (first map = blah, allthough i think it has nice lightning), a remake of cs_office (please don't rape me )

    [Blocked Image: http://img440.imageshack.us/img440/6880/screenshot353vc5.th.jpg]

    [Blocked Image: http://img408.imageshack.us/img408/8660/screenshot355dd9.th.jpg]

    Let me know what you think

  • skdr
    • January 26, 2007 at 11:59 AM
    • #3,259

    Why remake it and make it look exactly the same with the original?

  • Gorion
    • January 26, 2007 at 1:51 PM
    • #3,260

    well, the overall look is idd the same(allthough, i think i am gonna kill the snow), it's basicly just a map to learn hammer.

    the lay-out of the map is pretty much different, more options for ct's to get in, and a couple of crossfire rooms.

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