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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • KIIIA
    • July 26, 2005 at 4:26 PM
    • #481
    Quote

    You seem to limit yourself to standard resources only quite often, why is this?

    My slow machine limits me to the old engine, and this is just a small project born out of being forced to stay at home, so i just grabbed the standard content and started building......although i didn`t wanted to do something for the old engine again, because (even with custom ressources) the engine is just too old these days.

    Nevertheless i always like to see good stuff from others for the old engine....

    Quote

    ....its hard to make anything in that engine that will particularly impress.

    Nothing wrong with trying it anyway, is it? And it was fun, mapping it..

    Cause of the new page , showing the pics again:

    [Blocked Image: http://home.arcor.de/pieromo/3.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/2.jpg]

    -

    [Blocked Image: http://home.arcor.de/pieromo/1.jpg]

    C&C ?

  • FrieChamp
    • July 26, 2005 at 5:31 PM
    • #482

    Why don't you go for a different styled map for a change? Or is blueish, futuristic all you can do?

    [Blocked Image: http://home.arcor.de/hppics1/shot0014.jpg]

    [Blocked Image: http://home.arcor.de/lataba/ushot0009.jpg]

  • mike-0
    • July 26, 2005 at 8:17 PM
    • #483

    Here's the indoor of the yellow building (top floor obviously)

    [Blocked Image: http://img2.uploadimages.net/707218newthing_day0004.jpg]

  • skdr
    • July 26, 2005 at 8:30 PM
    • #484

    Use smaller lightmap scale on the wall to make the shadow looks better, maybe make the floor lightmap smaller too (abit) :>

  • jaardsi
    • July 26, 2005 at 8:35 PM
    • #485

    Door frames would be convenient.

    Looking sweet, just tinker a bit with the lightmaps like skdr said.

  • Campaignjunkie
    • July 26, 2005 at 9:00 PM
    • #486

    Agree with scaling down the lightmap. Also, those holes are way too polygonal. Look in props_debris for some broken concrete wall pieces or something, rotate them, and put them in the ceiling. You could probably put some debris below them as well. The broken wood beam could use similar treatment, but rather clip the hell out of it - HL2 can handle the extra faces.

  • mike-0
    • July 28, 2005 at 6:09 PM
    • #487

    keke i just posted my map at snarkpit. i really like the way that system works over there

  • DaanO
    • July 28, 2005 at 6:19 PM
    • #488

    KIIIA: Really impressive for a HL1 map. But i agree that it would be... refreshing to see something new from you some day

  • D3ads
    • July 30, 2005 at 1:51 AM
    • #489

    *D3 in actually mapping shocker*

    This is from my HL Single-Player MOD Payback which is off and on at the moment. It's a subway (duhh) and is very much modelled on Max Payne's style but with new textures by moi and a few placeholders from various locations.

    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway000.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway001.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway002.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway003.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway004.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway005.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway006.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway007.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway008.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway009.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway010.jpg]

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    [Blocked Image: http://photobucket.com/albums/v221/de…h_subway011.jpg]

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    Also here's a VERY early shot of a mansion I'm working on, kinda modelled on Max Payne again but I wanted to make it look a bit different (otherwise it looks a bit too copycat), lighting is just basic and some of the brushes need resizing but you get the general idea. Texture are by me and are NOT from Max Payne or modified from it..

    [Blocked Image: http://photobucket.com/albums/v221/de…_mansion000.jpg]

    Full screen

  • zeOx
    • July 30, 2005 at 2:47 AM
    • #490

    you sure love max payne

  • von*ferret
    • July 30, 2005 at 2:52 AM
    • #491

    that last screeen desperately needs the pillars properly alligned with your texturing or you're going ot throw off your whole atmosphere.

  • D3ads
    • July 30, 2005 at 3:16 AM
    • #492
    Quote from zeOx

    you sure love max payne

    Well for the atmosphere I want it's perfect, it's not like I'm ripping the levels off what with making a different layout, new textures and everything.

    Quote from von*ferret

    that last screeen desperately needs the pillars properly alligned with your texturing or you're going ot throw off your whole atmosphere.

    Yeah I know dude, like I said it needs a lot of work, I'll post an update when I mess with it next.

  • DaanO
    • July 30, 2005 at 3:24 AM
    • #493

    Subway looks good, it's a worn-out setting but it's well done. Texture set is coherent and works well. The mansion, well, needs sublety. It looks like you built it with the grid setting on 32...

  • kleinluka
    • July 30, 2005 at 4:00 AM
    • #494

    looks pretty good. the lighting could use some more variation. its pretty bland and boring right now

  • Oski
    • July 31, 2005 at 10:58 PM
    • #495

    This is my little project.. im going for a moody theme.

    [Blocked Image: http://peak.sorkmos.com/Map/dm_banzai0006.jpg]

    [Blocked Image: http://peak.sorkmos.com/Map/dm_banzai0007.jpg]

    [Blocked Image: http://peak.sorkmos.com/Map/dm_banzai0009.jpg]

  • von*ferret
    • July 31, 2005 at 11:09 PM
    • #496

    Doesn't feel moody, just feels dark. Try to think of how colors can effect moods and build it from there. Use color, sound (lots of sound), and atmopsheric details to get mood. Like I said, it just looks dark to me.

  • Oski
    • July 31, 2005 at 11:16 PM
    • #497

    Ill think about that and try do some changes. Thanks.

  • Erratic
    • August 1, 2005 at 1:06 AM
    • #498

    If you're going for the moody theme try and stray from the typical overhead lighting placement. Put lights wherever they look interesting.

  • Belgarion
    • August 1, 2005 at 9:25 AM
    • #499

    something I've been working on last night and tonight. gonna be a CTF map, though I'm not entirely sure about the layout yet. Something to think about while I sleep. :roll:

    The pics look almost pitchblack, but is hardly so in-game. save them to your desktop and view them in a slideshow. btw, I know about the red light fixture giving off blue light. I'm looking into making a custom skin.

    1 2 3

  • Nysuatro
    • August 1, 2005 at 9:44 AM
    • #500

    Damn nice guy. I like that style.

    But how did you make that glass stuff in the middle ?

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