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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Zacker
    • June 23, 2007 at 6:49 PM
    • #4,201

    Yay for people still making MS maps:)

  • Psy
    • June 23, 2007 at 8:14 PM
    • #4,202

    Haha.

  • JeanPaul
    • June 23, 2007 at 8:39 PM
    • #4,203
    Quote from sk3tch

    Kinda looks like alot of tedious work. Looks cool and could make an interesting de_map.

    It would, but I already have more solids than TRS's de_nuke

    Quote from fonfa

    maybe you guys could try that with displacements? would be so light on the engine that you could make something really playable out of it

    Displacements are worthless for anything but terrain and rubble/destruction because of how incredibly annoying they are, and the already mentioned ugly ass lighting.

    Quote from Quakis

    I like how smooth you got the tunnel to look, nice.

    Thanks, but does it look too wide?

  • Quakis
    • June 23, 2007 at 9:13 PM
    • #4,204
    Quote

    Thanks, but does it look too wide?

    I think it looks fine how it is, looks nice at that width. I took some tips from that triangualtion-wall-curve construction too, better approach than what I had planned.

  • dissonance
    • June 23, 2007 at 9:54 PM
    • #4,205

    minoburo, lawl.

    you guys really think displacements would be easier? i dunno about you, but hammer is just a pain in the ass when it comes to displacements. the tools really aren't that good. i'd much rather work with just brush geometry.

  • KungFuSquirrel
    • June 23, 2007 at 10:00 PM
    • #4,206

    I'd build the shit out of that with D3 patches, but I think I'm going to echo the call for brushwork in source.

  • Quakis
    • June 23, 2007 at 10:15 PM
    • #4,207

    Brushwork is deffinitely the way to go, I hate using displacements for anything other than landscape. I'm sure there was a tutorial to say it's useful for making curved roads but it's a pain to get it right in my opinion.

    Updated shots (nodraw is easier to work with!) Trying to approach it a little different than Jean Paul.

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/damspillway_03.jpg]

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/damspillway_04.jpg]

  • KoKo5oVaR
    • June 23, 2007 at 10:18 PM
    • #4,208

    Quakis on hl² i just can't believe it

  • JeanPaul
    • June 23, 2007 at 10:25 PM
    • #4,209

    While that definitely looks awesome, the scale is wayyyyyyyyy off.

  • Quakis
    • June 23, 2007 at 11:03 PM
    • #4,210

    Scale is something I need to work on I guess. The large tunnel looks intimidating when on the bridge.

    Edit; Like so -

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/damspillway_05.jpg]

  • JeanPaul
    • June 23, 2007 at 11:28 PM
    • #4,211

    Yeah, same here

    [Blocked Image: http://img522.imageshack.us/img522/7510/intimidatejpgfb4.th.jpg]

  • sk3tch
    • June 24, 2007 at 12:18 AM
    • #4,212

    ...WAIT...Quakis is using hammer?

  • Sentura
    • June 24, 2007 at 2:27 AM
    • #4,213

    nice railing jp, is that a model or brush? i still dont know what this is or what the purpose of this thing is... i mean, who would make a giant hole into... a rock? :\

  • JeanPaul
    • June 24, 2007 at 5:42 AM
    • #4,214

    Its brushwork. And the hole is there for if the water level gets to high near the dam, well actually, this makes it so that the water level can never get to high.

  • Bic-B@ll
    • June 24, 2007 at 8:10 AM
    • #4,215

    what he said. if the water level rises rapidly and goes too high it can break the dam, so this is at a certain elevation that if the water ever goes to a certain height it just goes down that hole and bypasses the dam.

  • Rick_D
    • June 24, 2007 at 10:52 AM
    • #4,216

    it wouldn't be terribly hard to make the tunnel out of displacements - but you're going to want brushes on the other parts and the pieces that connect to it - so you might as well just make it all in brushes - and if you want it smoother use more faces :S

  • Bic-B@ll
    • June 24, 2007 at 11:01 AM
    • #4,217

    brushes ftw

  • JacK
    • June 24, 2007 at 3:33 PM
    • #4,218

    Hm, Hello guys

    Started working on something some days ago, don't know if it will be anything but a scene, but here we go :

    [Blocked Image: http://img224.imageshack.us/img224/3467/denoname0000bp7.th.jpg]

    [Blocked Image: http://img406.imageshack.us/img406/6974/denoname0001vm6.th.jpg]

    I'm aware of the lighting-problems behind that door, and the fact that it's pretty much empty inside.

  • dux
    • June 24, 2007 at 5:12 PM
    • #4,219

    I love crisp sharp lightmaps in source.

  • sk3tch
    • June 24, 2007 at 6:13 PM
    • #4,220

    Looks photorealistic almost. What lightmap scale did you use?

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