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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • sn0wsh00
    • August 23, 2020 at 10:13 PM
    • #14,101

    I've been working on my second MG_Space_Race spinoff map over the past couple weeks. This spinoff map will be a hostage escort map, as opposed to a hostage rescue map. You can read more about what I mean by hostage escort here, but in short, it involves CTs escorting a hostage from CT spawn to rescue zones near T spawns.

    This map will also have a secret area. More specifically, a secret hotel room (or is it a human zoo?). Here's a screenshot of this room below, whose design was heavily influenced by a certain Stanley Kubrick film:

    Spoiler


    In totally unrelated news, I also recently learned that you can animate VTFs, and that you can combine animated VTFs with other proxies (in this case, TextureScroll proxies). Here's a GIF showing an animated texture I made:

    Spoiler


    The G-Man animation was made by me in Source Filmmaker. The G-Man model is from Half-Life: Alyx

  • Soldat Du Christ
    • August 25, 2020 at 1:40 PM
    • #14,102

    I took a break from my csgo map because inspiration hit me and i just couldn't help myself, i had to make this beauty in halo forge, it's called Fantasia and is inspires by Ori and the will of the wisps, and a stage in ssbm fountain of dreams

  • Wintrius
    • August 25, 2020 at 10:02 PM
    • #14,103
    Quote from fewseb

    On 8/22/2020 at 2:15 AM, fewseb said: Some mountains I sculpted for the skybox of my upcoming wingman map. It was the first time I really attempted to sculpt large terrain and I am quite please with how it turned out.

    I agree with blackdog--this is just all around HL2EP2 vibes. Very cozy. I would like to live there.

  • Soldat Du Christ
    • August 26, 2020 at 8:45 AM
    • #14,104

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  • StormCatcher.77
    • August 31, 2020 at 2:02 AM
    • #14,105

    Map for Deadtech project (Doom 2, GZDoom):

    Spoiler

  • harazataz
    • August 31, 2020 at 3:48 AM
    • #14,106

    Finalised v1 layout of my first CS:GO map using Hammer de_backlot, set in a Hollywood Studios style tourist attraction. My goal for this map is to have three different environments - Old timey' Mexico on B, York, England in Mid, and a Sitcom interior studio on A, that each highlight and encourage different engagement types. It's been a long, but fun road using and learning the tools as I go. I'm very excited to actually play-test this with some friends and get some feedback on how it actually plays out.

  • Soldat Du Christ
    • August 31, 2020 at 9:14 PM
    • #14,107

    Put in lots of work today, getting close!

  • Soldat Du Christ
    • September 1, 2020 at 5:59 PM
    • #14,108

  • Soldat Du Christ
    • September 6, 2020 at 6:30 PM
    • #14,109
    Quote from harazataz

    On 8/30/2020 at 7:48 PM, harazataz said: Finalised v1 layout of my first CS:GO map using Hammer de_backlot, set in a Hollywood Studios style tourist attraction. My goal for this map is to have three different environments - Old timey' Mexico on B, York, England in Mid, and a Sitcom interior studio on A, that each highlight and encourage different engagement types. It's been a long, but fun road using and learning the tools as I go. I'm very excited to actually play-test this with some friends and get some feedback on how it actually plays out.

    What tool do you use to make the top down image? Nice and clean


    and updates:

  • harazataz
    • September 7, 2020 at 12:59 AM
    • #14,110
    Quote from Soldat Du Christ

    6 hours ago, Soldat Du Christ said: What tool do you use to make the top down image? Nice and clean

    Thanks! I just went through and followed along with this tutorial.

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  • Soldat Du Christ
    • September 8, 2020 at 6:40 PM
    • #14,111

    Aaand more updates

  • Roald
    • September 9, 2020 at 10:35 PM
    • #14,112

    @Soldat Du Christ are you going to post a screenshot of every single brush you have add to your map? ?

    But jokes aside, just get that greybox done and have a playtest ? also its better to create your own topic in '3D' to show progress and maybe get feedback.

    Edit: oh and for the radar u should use TAR (Terri Auto Radar)

  • will2k
    • September 11, 2020 at 2:25 PM
    • #14,113

    Italian coastal road (Amalfi)

    [Blocked Image: https://i.imgur.com/DnGtchY.jpg]

    [Blocked Image: https://i.imgur.com/nOzoImp.jpg]

  • blackdog
    • September 11, 2020 at 3:54 PM
    • #14,114
    Quote from will2k

    1 hour ago, will2k said: Italian coastal road (Amalfi)

    Wow what a sexy HL2 mod, you are really pushing Source to the next level ???

  • StormCatcher.77
    • September 12, 2020 at 2:59 AM
    • #14,115

    Doom 2, GZDoom:

    Spoiler

  • Soldat Du Christ
    • September 15, 2020 at 11:24 AM
    • #14,116

  • MadsenFK
    • September 15, 2020 at 11:54 AM
    • #14,117
    Quote from Soldat Du Christ

    27 minutes ago, Soldat Du Christ said:

    As Roald said, you should make a topic of your own in the 3D section. The amount of updates you post here kinda feels like spam in this thread :)

  • xzi
    • September 15, 2020 at 4:33 PM
    • #14,118

    working on a jump map for Diabotical, editor took some time to get used to but it's rather intuitive, can't wait until it's all fully finished! here's my spawn / first jump

  • Soldat Du Christ
    • September 15, 2020 at 4:54 PM
    • #14,119
    Quote from xzi

    20 minutes ago, xzi said: working on a jump map for Diabotical, editor took some time to get used to but it's rather intuitive, can't wait until it's all fully finished! here's my spawn / first jump

    nice dude, that's all their assets?

  • xzi
    • September 16, 2020 at 12:21 AM
    • #14,120
    Quote from Soldat Du Christ

    7 hours ago, Soldat Du Christ said: nice dude, that's all their assets?

    yup! They have a super nice aesthetic going on, only a handful of different "themes" for assets atm but they look great. It reminded me a lot of some stylized tf2 jump maps so I had to start making one haha

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