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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • ashton93
    • March 2, 2016 at 8:09 PM
    • #12,521
    Quote from TiberiusBane

    Yeah, that makes sense.. kinda! I destroyed the displacement face on the bottom, but I'm not sure how to destroy a face of a regular brush. I nodraw'd the top face but that didn't seem to work.

    I think you should try making the regular brush a displacement too, then sew the pieces together. that should get rid of any shadow issues

  • Tensei
    • March 3, 2016 at 12:58 PM
    • #12,522

    What do you think?

    [Blocked Image: http://i.imgur.com/LIK0Z1I.jpg]

  • jackophant
    • March 3, 2016 at 1:43 PM
    • #12,523
    Quote from TiberiusBane

    Yeah, that makes sense.. kinda! I destroyed the displacement face on the bottom, but I'm not sure how to destroy a face of a regular brush. I nodraw'd the top face but that didn't seem to work.

    As Aston said above you might want to make the main brush a displacement as well, or it could be fixed with a more thorough compile. As covered by valve in the recent lighting update, historically there has been disparity between how displacements and brushes have been lit.

  • clankill3r
    • March 3, 2016 at 8:58 PM
    • #12,524

    @pB.

    Reminds me a little of Velice Varni, you might like it.
    He makes art like this:

    [Blocked Image: http://www.isupportstreetart.com/wp-content/uploads/Stuff/street_art/Felice_Varini/FeliceVarini_issa_14.jpg]

    (It's painted, not photoshopped).

  • pB.
    • March 3, 2016 at 9:16 PM
    • #12,525

    @clankill3r

    Now that is cool. Time to try this in hammer.

  • Jacket
    • March 4, 2016 at 12:29 AM
    • #12,526

    After having not made any original maps in ~a year (done some recreations) seeing a lot of these progress screenshots gets me all excited to get to do my own detailing again. Keeps me motivated to get past the early stages.

  • blackdog
    • March 8, 2016 at 11:17 AM
    • #12,527

    So even if I knew I wouldn't make the Run Think Shoot Live deadline for the current contest, I spent a few hours this weekend to see if I would make it in time to submit at least a very rough version with gameplay set in. Didn't make it, but I like the idea I had for the progression in the map, so will try to complete it in the next weeks waiting for the next challenge.

  • spa
    • March 9, 2016 at 5:23 PM
    • #12,528

    Here's a couple of screens from the map im currently working on de_corp

    (featuring assets and textures from CS_Agency and Realworld textures)

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • kinggambit
    • March 11, 2016 at 6:52 AM
    • #12,529

    Pretty much finished my submission for KZ-Climb's water-themed mapping contest today. Lots of inspiration from Mirror's Edge:

    [Blocked Image: https://cdn.discordapp.com/attachments/111951182947258368/157738167359897601/kz_cascade0000.jpg]


    Not as pretty and a bit too strong of a contrast I think. Any feedback would be appreciated! Trying to prioritize performance since kz'ers appreciate smooth gameplay over aesthetics; big open map + night time environment + source engine was not smart planning...

  • Vaya
    • March 11, 2016 at 10:46 AM
    • #12,530

    do you have the bsp on workshop? Looks really cool

  • JoyousCoconut
    • March 11, 2016 at 9:14 PM
    • #12,531

    I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.

  • Klassic
    • March 11, 2016 at 9:34 PM
    • #12,532
    Quote from JoyousCoconut

    I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.

    Uhm i thinks Ts are at the bombsites WAY earlier then the CTs

  • JoyousCoconut
    • March 11, 2016 at 9:42 PM
    • #12,533
    Quote from Klassic

    Uhm i thinks Ts are at the bombsites WAY earlier then the CTs

    Yeah it kinda looks like that but it shouldn't from my measurements, also the B site on the sketch was going to be on CTs side of the room instead of where it is

    Edit: Also if I got deep into it I could just make the length of CT paths a bit shorter but I'm kinda at a standstill of incompotance right now anyway

    Edit 2: Actually here I made it a bit shorter. Didn't realign anything but just did it real quick so that's that. Might could stand to be a tiny bit shorter on CT although if the bombs close it would be fine

  • Vaya
    • March 12, 2016 at 9:42 AM
    • #12,534
    Quote from JoyousCoconut

    I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.

    Just add walls and a skybox ceiling for now- detailing comes way later. it's not like you've done 'aesthetically pleasing' floors :lol:


    You should nodraw anything that can't be seen

  • Hipshot
    • March 12, 2016 at 10:51 AM
    • #12,535
    Quote from Stollat

    Stairwell with railing and real bad lighting

    I love this shot, it's everything good with FPS level design. At least I think so =)

    You can feel the gameplay inside your head. You either sit down there looking up, or camp in the corner of the stairwell, trying to cover both top and bottom... the best thing is, that this very simple layout works so well in so many games, Quake, Raibow Siege, TF, Chivalry - probably not Civ5, still =)

  • Puddy
    • March 12, 2016 at 2:23 PM
    • #12,536

    Well, this is awkward.

  • RaVaGe
    • March 12, 2016 at 4:12 PM
    • #12,537

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/intel0000.jpg]


    Just for the lulz

  • Vilham
    • March 12, 2016 at 7:26 PM
    • #12,538

    Unchartted 1 moment there?

  • Squad
    • March 12, 2016 at 7:49 PM
    • #12,539
    Quote from RaVaGe

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/intel0000.jpg]


    Just for the lulz

    the lulz, as in, this will be finished one day? It better! :)

  • ashton93
    • March 12, 2016 at 9:07 PM
    • #12,540

    More stuff from the new version of WW1: Source:

    [Blocked Image: http://i.imgur.com/P5MQl93.png]

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