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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ShockaPop
    • July 9, 2011 at 8:29 AM
    • #8,681

    Looking good 3Dnj. It's just one thing that bugs me a little.. those tilted trees. I dunno how trees grow in France, but here they are growing straight up (to reach sunlight, like plants/greenery do).

  • D3ads
    • July 9, 2011 at 2:20 PM
    • #8,682
    Quote

    ":1pf3muc8]You don't happen to have a peculiar obsession for russia, do you Trempler?

  • Serenius
    • July 10, 2011 at 8:08 AM
    • #8,683

    Rebuilt the HL2 level I'm working on with Google Sketchup. Going to be a bit of a survival horror style zombie map using Boston, MA for visual references.

    Much happier with the layout now. Now to export to Hammer.

    [Blocked Image: http://dl.dropbox.com/u/4783596/Escape/Escape-Part1-3DHighLevel.jpg]

    [Blocked Image: http://dl.dropbox.com/u/4783596/Escape/Escape-Part1-3DStorageOverview.jpg]

    [Blocked Image: http://dl.dropbox.com/u/4783596/Escape/Escape-Part13DCondoOverview.jpg]

    [Blocked Image: http://dl.dropbox.com/u/4783596/Escape/Escape-Part13DGasStationOverview.jpg]

  • arhurt
    • July 11, 2011 at 4:54 AM
    • #8,684

    I was wondering how you had gotten source to render those layouts =P

    Have been finishing this one up over the weekend, just a couple more tweaks and tests before I call it done.

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/Koth_fissure/koth_fissure_020.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/Koth_fissure/koth_fissure_012.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/Koth_fissure/koth_fissure_011.jpg]

    [Blocked Image: http://i635.photobucket.com/albums/uu75/arhurt2/Koth_fissure/koth_fissure_014.jpg]

  • Froyok
    • July 11, 2011 at 2:51 PM
    • #8,685

    I'm not a big fan of TF2, but your map is very interresting. I like it !

    The idea of the canyon is also good.

  • 9centwhore
    • July 12, 2011 at 12:51 AM
    • #8,686

    Hi all, I've been quietly lurking here a little while and am loving the good stuff everyone posts.

    I used to make maps for quake 1 waaay back and dabbled a little with source when hl2 came out but haven't touched an editor in years so decided to jump back into it a week or so ago so am a bit rough and am relearning a lot.

    Anyway, here's what I've done on my current map so far, still a lot to tidy up.

    [Blocked Image: http://i1138.photobucket.com/albums/n521/9centwhore/de_eden_wip/2011-07-12_00003.jpg]

    [Blocked Image: http://i1138.photobucket.com/albums/n521/9centwhore/de_eden_wip/2011-07-12_00001.jpg]

    [Blocked Image: http://i1138.photobucket.com/albums/n521/9centwhore/de_eden_wip/2011-07-12_00002.jpg]

    Also, sorry if this is the wrong place to post but I need a little help getting a door to work how I want in a cs:s map.

    I'm using a mostly transparent texture and for gameplay reasons, would like the door to block the player, but not block bullets and grenades.

    I was unable to find a setting/flag that allowed this so jerry rigged up this for now:

    Two doors, one inside the other.

    The door with the texture, blocks nothing.

    The door with the player clip obviously blocks the player.

    This actually works well except sometimes if the player is hard up against the door, they open in different directions, leaving an invisible door sticking out

    Due to it's placement it's not too much of an issue but I'd like to clean this up.

    [Blocked Image: http://i1138.photobucket.com/albums/n521/9centwhore/de_eden_wip/gate.png]

  • Campaignjunkie
    • July 12, 2011 at 3:24 AM
    • #8,687

    9centwhore: parent a func_brush with playerclip or blockbullets or whatever to 1 door instead of using 2 doors

  • Wesley Tack
    • July 12, 2011 at 9:51 PM
    • #8,688

    Wanted to ask something since a lot of UDK people are here as well. I'll just post the link to the support UDK thread I created:

    http://forums.epicgames.com/showthread.php?t=805577

    Does anyone know what is causing this? :/

    This is in the July UDK beta.

  • BaRRaKID
    • July 13, 2011 at 11:39 AM
    • #8,689

    I don' know much about UDK, and this might be a stupid answer, but it seems like you're double clicking. It happens to me a lot due to a a problem I've in my hand that makes my finger twitch without me realizing after using the mouse for too long, but it can also happen if your mouse is broken.

    You could try using a different mouse, or ask someone else to try to reproduce the problem on your computer to make sure it's not your finger twitching lol

  • Vilham
    • July 13, 2011 at 4:01 PM
    • #8,690

    the first time in ages that i can work on my maps, and i have a broken hand :/ great.

  • luque
    • July 14, 2011 at 8:06 AM
    • #8,691

    Never had the issue Wesley, might indeed be your mad clicking skills or ur mouse =)

  • cardo
    • July 16, 2011 at 2:26 PM
    • #8,692
    Quote from WesleyTack

    Wanted to ask something since a lot of UDK people are here as well. I'll just post the link to the support UDK thread I created:http://forums.epicgames.com/showthread.php?t=805577

    Does anyone know what is causing this? :/

    This is in the July UDK beta.

    Yeah Wesley, I get this too for some reason.. Only really noticed it after you mentioned it here and only with the July UDK. I assumed it was more to do with input lag / cpu catching up with moving objects as I'm sure it's more noticeable the more you have selected.

    Let me know if you find any other solution though!

  • SamCom
    • July 17, 2011 at 2:01 AM
    • #8,693

    A small singleplayer EP2 level I've been working on. Not sure why that one shot is so blown out.

    [attachment=2]rooftops1.jpg[/attachment][attachment=1]rooftops2.jpg[/attachment][attachment=0]rooftops3.jpg[/attachment]

  • _gb
    • July 30, 2011 at 12:50 PM
    • #8,694

    [Blocked Image: http://spawnhost.files.wordpress.com/2011/07/sgl1.jpg]

    [Blocked Image: http://spawnhost.files.wordpress.com/2011/07/boilerthing.jpg]

    [Blocked Image: http://spawnhost.files.wordpress.com/2011/07/rift.jpg]

    [Blocked Image: http://spawnhost.files.wordpress.com/2011/07/scanning2.jpg]

    Quake 1. The last two are *very* WIP... I'm trying to come up with something interesting. #3 is sort of a dimensional rift. #4 is going to become a sort of interdimensional scanning device. Will have to model some new props for that :P

    Edit: There are screenies of the entire episode 1, as it stands, at my blog.

  • ShadoW_
    • August 5, 2011 at 5:05 PM
    • #8,695

    Quake! Cool shots, I like especially first 2.

    And since we brought up Quake topic... A Wip from my entry map for Mapping Competition #3 for Quake 3 Arena. Basic lighting, I'm after blocking out the layout, and started ti put some details.

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/08/sanctum_014.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/08/sanctum_015.jpg]

    [Blocked Image: http://shadowsdomain.files.wordpress.com/2011/08/sanctum_016.jpg]

  • Lunaran
    • August 6, 2011 at 3:24 AM
    • #8,696

    Q3Map2 radiosity, skyboxes, and higher texture resolutions help make Quake3 look a lot better than it used to, which guys like Shadow keep proving, but I always kind of look at Q3 screenshots and wonder what next step we're missing. I want to take every shader in that screenshot, give each one a heavy vertex-alpha-based filth blend and put 0% brushes in every groove and corner - basically treat architecture the way Simon O'Callaghan does his rocks - but the manual brush splitting would take ages and not be very creatively rewarding to do. If Q3map2 did that by itself, now, that'd be cool, but my fu ain't strong enough to poke around in the compiler at all effectively. That code still reads like black mathemagic to me.

    Part of me wants to try another map after cubespew where I assault it with every tool q3map2 provides - static meshes, projected decals, ludicrous lightmap scale, the whole enchilada - just to see how visually competitive vanilla ioQuake3 can still be when supported by an onslaught of environment art. (that part of me is clearly not in charge of managing my time)

  • 2d-chris
    • August 6, 2011 at 2:43 PM
    • #8,697

    basically its missing prop scale details

  • ElectroSheep
    • August 6, 2011 at 3:09 PM
    • #8,698

    I like the colors Shadow_

  • ShadoW_
    • August 6, 2011 at 6:40 PM
    • #8,699

    Thanks. Map is called Sanctum, and it's suppose to be some ancient shrine, hence a lot of concrete materials and pale lighting. Plus white fog is making huge impact on the visibility.

  • _gb
    • August 8, 2011 at 10:21 PM
    • #8,700

    Yes, looks nice Shadow.

    Unfortunately Quake 1 can't really "visually compete". Most Doom and Quake mappers don't even post their stuff here.

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