Yes, Q1 - you asekd some time ago about Q1 mapping, did you started?
WIP in WIP, post your level screenshots!
-
-
Looking good Quakis. Did you flip all the geometry vertically for the reflective floor?
Like e-freak suggested in his painover, I think the walls would look good if they were split vertically and another texture introduced.
-
Quote from m8nkey
Looking good Quakis. Did you flip all the geometry vertically for the reflective floor?
It's actually an orangebox shader "lightmappedreflective" which you apply to the textures. Aigik has been experimenting with it, he used a guide from here.
QuoteYes, Q1 - you asekd some time ago about Q1 mapping, did you started?
No, too many projects as it is. Atleast I know how to have it ready whenever I do.
QuoteI'd expect it too have atleast 30 cm of depth into the wall at that scale.
According to Aigik (mapper) that's how it looks in the movies which he based them from; (the models are missing the panes D=)
[Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/window.jpg]
-
Spicy Tanuki FA-FTW !!
-
Quote from JonM
Spicy Tanuki FA-FTW !!
hey man long time no see (I'm shinobi, cant remember if I mentioned that before or not). I've been enjoying playing the source version of sd_force

-
Quote from e-freak
crappy paint over:
[Blocked Image: http://www.abload.de/thumb/newscreen1kb5kopieui2h.jpg]
Do NOT do this to your map.
Its a near perfect replication as is, please dont fuck it up!


-
Yes, that paintover would not help the level unless you slap some covers in there and port it to GOW, stick with the env you got now. The texture on the ceiling above the window is at a 45 degree angle, but maybe that has been said/fixed already

-
Im currently working on a cs-map on an oilrig.
Layout is finished, now im doing the design. Well, im doing this, when i have some time... stupid exam periods at the university....

[Blocked Image: http://www.abload.de/thumb/cs_offshore50008vhhe.jpg]
[Blocked Image: http://www.abload.de/thumb/cs_offshore50016th5l.jpg]
-
It looks a bit empty for the moment, and the reflections on your walls are probably too intense. Check your texture alignment on the vents too.
Otherwise I really like these shadows in the last picture!
-
Hmm, you may be right about the reflections, I´ll tune them down, thanks.
But I wasn`t intended to add more stuff, I don`t want it to be too messed up. OK, its an oilrig^^ It should be messed up but in my opitnion that may be confused for the players as they can`t stay focused on the gameplay...
-
[Blocked Image: http://img356.imageshack.us/img356/6682/l4dyama30039pd2.jpg]
[Blocked Image: http://img204.imageshack.us/img204/5663/l4dyama30040rp5.jpg]
[Blocked Image: http://img17.imageshack.us/img17/662/l4dyama30047rt4.jpg]
[Blocked Image: http://img129.imageshack.us/img129/2571/l4dyama30048mn2.jpg]
-
^^^^^^^^^ very nice! I love the overall color tone to the map
-
That space in the second screenshot looks a bit linear the0rthopaedicsurgeon, as does that interior space in the first screenshot (not much you can do about that one), just feels very Counter-Strike-default-mapsish to me you know? Perhaps it could use a little bit more love?

-
i like it as is
needs more zombies and zoeys though 
-
That second picture is really amazing. You got something very nice here, keep it up.

-
-
Looking good man. Love the style. Looking foward to seeing more.
-
Quote from SpicyTanuki
^^^^^^^^^ very nice! I love the overall color tone to the map
I was just going to ask - where'd all the colors go?
-
Quote from Hipshot
I was just going to ask - where'd all the colors go?
The colour correction is temporary, L4D always has correction on top of the user settings depending on what's happening in the game. The console says you need to run the game with '-tools' to edit it ingame, but the game doesn't run if I do that. So for now I've got to use the last settings I made using CSS months ago.
This level is supposed to be desaturated though, there's more colour in some of the other maps but this village has been deserted for 40 years so I wanted a dusty, old look. If you've ever seen or played
on the PS3, I'm basing the colours on that, plus the references of the actual places the map is set in.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy. -
Hello,I am Greyfrog Design. This is a project I have been working on off an on for a few months now. A single player Modification for the halflife 2; Source engine.
My studio website can be found here, Greyfrog Design Studio. It is in its infancy ATM and can use all the views, comments and talent it can find. http://%7boption%7d So without further adieu Id like to show you some of my skills.
[Blocked Image: http://image.hazardstrip.com/ss/wips/45933.jpg]
[Blocked Image: http://image.hazardstrip.com/ss/wips/45933.jpg]
[Blocked Image: http://image.hazardstrip.com/ss/wips/45932.jpg]
[Blocked Image: http://image.hazardstrip.com/ss/wips/54071.jpg]
[Blocked Image: http://image.hazardstrip.com/ss/wips/54584.jpg]
This next screen is from a Power Pole system I created as a prefab for the outside areas connecting the tunnels systems to the power plant and outland homes.
[Blocked Image: http://img522.imageshack.us/img522/575/ivm…tpost1b0vp9.jpg]
A prefabricated outland home.
[Blocked Image: http://img210.imageshack.us/img210/4787/ma…ouse0015sb2.jpg]
Thank you all for viewing this thread and welcomeing me into the Mapcore community. I am glad to be here and submitting my wip for you to view.
Dont forget to check out the studio http://%7boption%7d and my personal profile! http://%7boption%7d

-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!