Steppenwolf, can you show me some GUI shots of that editor?
WIP in WIP, post your level screenshots!
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Here is the website for it: http://%7boption%7d
There are pictures and videos on it.
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Just a small space I'm working on for a collaboration project on another site, there are unfortunately strict rules on the use of custom content so I'm pretty limited to what's available.
Anyway here it is (I hope MapCore automatically scales down large images):
[Blocked Image: http://img10.imageshack.us/img10/8721/traindepot0000.jpg]
[Blocked Image: http://img14.imageshack.us/img14/8227/traindepot0006.jpg]
[Blocked Image: http://img25.imageshack.us/img25/2826/traindepot0007.jpg]
[Blocked Image: http://img4.imageshack.us/img4/739/traindepot0003d.jpg]
[Blocked Image: http://img5.imageshack.us/img5/163/traindepot0004.jpg]
[Blocked Image: http://img22.imageshack.us/img22/3787/traindepot0005.jpg]
As you may be able to tell, its a Source engine space (Half-Life 2 Deathmatch to be exact). It's sort of an underground/cave platform for a train setup that's going to be in the map. I don't know, I'm not unhappy with it but I don't exactly feel like I couldn't do more with it. Any ideas?
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Any ideas?
[Blocked Image: http://img8.imageshack.us/img8/3787/traindepot0005.th.jpg]
Make a better transition there.
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Quote from Freak
[Blocked Image: http://img8.imageshack.us/img8/3787/traindepot0005.th.jpg]
Make a better transition there.
Ah, yeah, I don't even remember thinking about that at all, thanks

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one of these has already been covered but:
http://img24.imageshack.us/img24/1831/pointers.jpg
Just noticed the bottom right one turned out well dark, but whatever..
Also: I've been lurking for some time but this is my first post.. Hi everyone!
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Quote from kmyr
one of these has already been covered but:http://img24.imageshack.us/img24/1831/pointers.jpg
Just noticed the bottom right one turned out well dark, but whatever..
Also: I've been lurking for some time but this is my first post.. Hi everyone!
Cheers mate.

In response to your comments, this is the blurred thing. Its a horrible decal that I'm so ashamed to show. If anyone has any advice on it for me let me know, although it probably belongs in another thread
. Also, one of your comments I couldn't understand and it was a question by the looks of it, so here is the thing it was pointing at.And welcome to MapCore, I myself am a frequent lurker.

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i just wondered how the transition looked in terms of textures/brushwork, looked kind of odd from that angle is all.
Also i think its supposed to say beveled not blurred (ironically blurred is what my writing got when i sized it down), but i can tell from the close-up that this was not the case, the black stroke on the outside was doing a jedi mind-trick

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Quote from hessi
imo this is just fine. (nitpickers
) 
I completely agree; ITT people have never worked on a building site and have no idea how shit actually works.
If the gap was missing higher up, would the bricks above it fall down? No.
Stop crying, I think it looks fine, it's realtistic and doesn't disturb the scene in the slightest, if anything it enhances it by not being the typical shape that newbies tend to build =)
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WIP video of my track for rFactor! Sorry no sound for whatever reason

Most custom models are still missing, foliage is far from finished. The ugly red and white buildings are placeholders for the stands and other big structures. Not many details in the backdrop either yet. The geometry of the track itself is pretty much done however and i'm very happy with it! Only the curbs need to be redone and polished with better models. Most textures are custom except for the sky and the metal fence. Will be replaced later hopefully.
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ah ah, very refreshing seeing this kind of stuff in the core!
keep up dude -
A TF2 arena map I've been working on. I've been wanting to do something with just gameplay, not making any assets, like I do all day at work. I'm still working on the first art pass, so there's not all the smaller details I'd like in yet. The layout is mirrored, with the players starting in log cabins, going towards some sort of mining building in the middle. We did a playtest at work and no major problems were found yet.
[Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130001.jpg]
[Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130002.jpg]
[Blocked Image: http://www.simonbarsky.com/arena_mountains/arena_mountains_130003.jpg]
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Synthesizer if i told you that did not look absolutely incredible in every way, especially the first shot, it would be one of the biggest lies i could have ever said. The lighting and architecture and setting are all so so awesome.
Also, where is that you work?
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looks really good. what game mode, 5 point cp?
i do think something of this caliber deserves more than a mirrored layout; i.e. something like dustbowl.
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Thanks everyone. I work at Grin as an env artist.
It's arena mode, so the mirrored layout works best I think. I'm wanting to make something a bit smaller and more manageable, I've never actually finished a map before

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oh arena, nevermind then.
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Quote from Synthesizer
Holy FUCK
Also, making this mirrored and arena is a complete waste of this
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On one hand there'd be a good chance of valve picking the map up if it's arena, on the other hand, nobody plays arena

It's very good looking though.
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Looks really cool
I like the dispacement work!Although, the indoor area is a bit too empty in my opinion...
I also would prefer a "real" map, not just an arena-type, but this is your decision.
Stay tuned!
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