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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • D3ads
    • June 29, 2005 at 5:55 PM
    • #281

    You know one day before I die I might get round to mapping again and actually post something here..

  • mike-0
    • June 29, 2005 at 5:56 PM
    • #282

    my current wip... not much in that screenshot but the lighting is fucked up from any other good angle and im too lazy to fix and recompile right now

    also, ive forgotten the console command to hide the player weapon... what is it?

    [Blocked Image: http://img27.echo.cx/img27/9834/newthing11jb.jpg]

  • Marcos
    • June 29, 2005 at 6:04 PM
    • #283

    I think it's r_drawviewmodel 0

    What's the setting around your map mike? looks cool

    edit: turn cheats on just in case (sv_cheats 1)

  • mike-0
    • June 29, 2005 at 6:26 PM
    • #284

    thanks

    its kind of canals-ish... hard to explain. heres some hammer screens.

    http://img186.echo.cx/img186/3555/hammzor12hw.jpg

    you can see the house in that one

    http://img186.echo.cx/img186/59/hammzor22ei.jpg

    the house is up on that dealie, you cant see it though because that yellow box (the tree) blocks your view. im going to add water to the bottom of the big wall later. canals yay.

  • KornyBizkit
    • June 30, 2005 at 2:56 AM
    • #285

    Hey guys this is something ive been working on for HLRally:Source

    The first one is using an old skybox and lighting.

    [Blocked Image: http://img296.echo.cx/img296/3398/newtechniquetest00035iy.th.jpg]

    [Blocked Image: http://img173.echo.cx/img173/3451/newtechniquetest00068wq.th.jpg]

    [Blocked Image: http://img173.echo.cx/img173/7846/newtechniquetest00072pu.th.jpg]

    [Blocked Image: http://img173.echo.cx/img173/1746/newtechniquetest00089be.th.jpg]

  • Tequila
    • June 30, 2005 at 3:39 AM
    • #286

    Absolutely beautiful KB, my only advice is to break up the repetition of that HL2 tree line, the tree type as well is slightly too sinister for the map's Autumnal love.

  • jamin620
    • June 30, 2005 at 5:16 AM
    • #287

    That shit is redonkulously tight.

  • insta
    • June 30, 2005 at 6:20 AM
    • #288

    That looks sweet, KB. Does HLRally Source still use "small scale" levels, or is it built like a normal map now since the source engine can tackle much larger areas?

  • sensee
    • June 30, 2005 at 8:46 AM
    • #289

    wow, I love the 3d skybox on the first screenshot. The texture is great, is that some kind of satellite photo?

  • RD
    • June 30, 2005 at 9:31 AM
    • #290

    its the box from inferno

    izinit?

  • Grin
    • June 30, 2005 at 10:21 AM
    • #291

    IMO the old lighting looks a lot better.

  • matteh
    • June 30, 2005 at 11:04 AM
    • #292

    Hey, my first post.

    [Blocked Image: http://i2.photobucket.com/albums/y5/matt3h/untitled/dm_noname_a0002.jpg]

    [Blocked Image: http://i2.photobucket.com/albums/y5/matt3h/untitled/dm_noname_a0001.jpg]

    [Blocked Image: http://i2.photobucket.com/albums/y5/matt3h/untitled/dm_noname_a0000.jpg]

    My second attempt at mapping for HL2DM, whaddaya think?

  • Zacker
    • June 30, 2005 at 11:12 AM
    • #293

    I like those HLR:S shots! Seems pretty good for WIP map. I also hope that you guys make the maps significant nicer than the HLR ones, they had like no detail and yet high r_speeds.

  • Marcos
    • June 30, 2005 at 11:14 AM
    • #294

    2 great looking maps here! The HL rally one just blew me away, great job!

    The 2nd prison map looks good, but i have a problem with the prison theme. Many maps is based around this theme, even a official one.. well thats just me

  • sensee
    • June 30, 2005 at 11:22 AM
    • #295
    Quote from RD

    its the box from inferno izinit?

    oh you're right.

    inferno looks great, maybe i should start playing counter-strike.

  • KornyBizkit
    • June 30, 2005 at 1:50 PM
    • #296
    Quote from insta

    That looks sweet, KB. Does HLRally Source still use "small scale" levels, or is it built like a normal map now since the source engine can tackle much larger areas?

    were sticking with the normal HL2 scale now that the grid is large enough.

    and yeah that 3d skybox is using the texture from inferno on a displacement. but i felt it needed to change, i wanted to make the skybox more life-like which is why i stuck in the trees and houses.

  • mike-0
    • June 30, 2005 at 4:21 PM
    • #297

    i just got double upstaged

  • RA7
    • June 30, 2005 at 5:37 PM
    • #298
    Quote from KornyBizkit

    Hey guys this is something ive been working on for HLRally:SourceThe first one is using an old skybox and lighting.

    NAAICCEE!!

  • mike-0
    • June 30, 2005 at 5:40 PM
    • #299

    fuck, my vmf was corrupted and i had to decompile an old bsp using vmex, so i lost alot of work. also, vmex cant do displacements right, so i have to start over on my terrain.

    FUCK EVERYTHING

  • Algor
    • June 30, 2005 at 8:56 PM
    • #300

    Hot, Korny, I dig it, especially the roads...

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