Imo you should work more on the buildings, in terms of texture and geometry
WIP in WIP, post your level screenshots!
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I did some concept work at school for some level I wanted to work on. But hammer kept crashing - So after many days I figured it out today and started on the large gun of the concept. This is what I managed to do (Another non-compile shot, reason below) It's not textured since I just wanted to test to see if the gun fit right on there which it does.
[Blocked Image: http://img207.imageshack.us/img207/8290/hl2quakissp0024lm.jpg]
The reason it's not compiled is because it gets stuck for a long time when compiling. I think it's due to the amount of detail I put onto it or the large scale?
I could of left it to compile, but it looked like it would of went for hours 
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I think you should have modelled it to be honest
BSP geometry isn't meant for such detailed objects. With the number of planes, and particularly the off-angle nature of many of them, it's no wonder it's taking so long to compile. Have you made it into func_detail brushes or is it just world brushes? If the latter, do the former 
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thats an easy model. Hell you could export that as a dxf and import it in max and have it be a model within 5 minutes of adjusting vertexes. PLUS it would render faster/better and look simply better with proper unwrapping. sweet concept though
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nice cracker, i like 'em both
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that cannon looks quakish
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more wip screens: the guy who is checking my progress wants 1024x768 images; and right now I don't have the time to upload to imageshack so here are some links
~http://users.adelphia.net/~greenbak/strike/1.jpg
http://users.adelphia.net/~greenbak/strike/2.jpg
http://users.adelphia.net/~greenbak/strike/3.jpg
http://users.adelphia.net/~greenbak/strike/4.jpg
http://users.adelphia.net/~greenbak/strike/5.jpg
http://users.adelphia.net/~greenbak/strike/6.jpg
http://users.adelphia.net/~greenbak/strike/7.jpg
http://users.adelphia.net/~greenbak/strike/8.jpg
http://users.adelphia.net/~greenbak/strike/9.jpg
http://users.adelphia.net/~greenbak/strike/10.jpg
http://users.adelphia.net/~greenbak/strike/11.jpg
http://users.adelphia.net/~greenbak/strike/12.jpg
sorry about the links D:
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on the ramp. try to make it seem like its possible for those tracks to be used. as it is no train or anything could really use those. so round off the bottom and top edges maybe?
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Well. It's time for screens from mine since it seems to be pushed out of the way by this quite often
.[Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100005.jpg]
Before:
[Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b60005.jpg]
After:
[Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100006.jpg]
[Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100007.jpg]
[Blocked Image: http://www.sonicdm.cs-irc.com/mapping/de_something/de_something_b100008.jpg]
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Looks nice
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woah you made a TON of progress. i dig.
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whats the name of that yellow orange beam of light texture, hamster
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uh... effects/trainsky and ty.
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Like 1-2 weeks old pictures of a crappy DoD:Source map in the works:
[Blocked Image: http://www.shatteredminds.net/skit/lolmap2.jpg]
[Blocked Image: http://www.shatteredminds.net/skit/lolmap3.jpg]
Planning on getting this whole thing done during winter break (3 more weeks to go, yahoo!).
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Those brick walls are crying out for some decals or something to break up the repitition.
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That looks nice.
In the first image, the left sided of the black Roofs' Displacement needd a bit of work. You have a bit to much jaggy and blur to it. I would say re work the roof or smooth it out more.
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Since those pics were taken, all roofs are BSP-brushes for now...
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hamster seriously, if you want it to be used for matches get rid of the props cluttering paths. If you want to impress other mappers then keep going as it is

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yea, the guy that is like checking my progress says that after I release a beta i have to "sit down" in vent and go over it and tweak it for competitive play D:~
2 versions anyone

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