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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • KoKo5oVaR
    • December 17, 2005 at 9:53 PM
    • #1,221

    Imo you should work more on the buildings, in terms of texture and geometry

  • Quakis
    • December 17, 2005 at 11:29 PM
    • #1,222

    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

  • ReNo
    • December 17, 2005 at 11:43 PM
    • #1,223

    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

  • von*ferret
    • December 18, 2005 at 12:08 AM
    • #1,224

    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

  • mike-0
    • December 18, 2005 at 12:12 AM
    • #1,225

    nice cracker, i like 'em both

  • RD
    • December 18, 2005 at 8:52 AM
    • #1,226

    that cannon looks quakish

  • Meotwister
    • December 18, 2005 at 7:12 PM
    • #1,227
    Quote from RD

    that cannon looks quakish

    that it does quakis

  • hamst3r
    • December 18, 2005 at 7:55 PM
    • #1,228

    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:

  • SonicDM
    • December 18, 2005 at 8:07 PM
    • #1,229

    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?

  • SonicDM
    • December 18, 2005 at 8:09 PM
    • #1,230

    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]

  • Taylor Swift
    • December 18, 2005 at 8:32 PM
    • #1,231

    Looks nice

  • mike-0
    • December 18, 2005 at 8:43 PM
    • #1,232

    woah you made a TON of progress. i dig.

  • mike-0
    • December 18, 2005 at 8:47 PM
    • #1,233

    whats the name of that yellow orange beam of light texture, hamster

  • hamst3r
    • December 18, 2005 at 11:34 PM
    • #1,234

    uh... effects/trainsky and ty.

  • Zyn
    • December 19, 2005 at 12:16 AM
    • #1,235

    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!).

  • ReNo
    • December 19, 2005 at 12:25 AM
    • #1,236

    Those brick walls are crying out for some decals or something to break up the repitition.

  • Grinwhrl
    • December 19, 2005 at 1:12 AM
    • #1,237

    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.

  • Zyn
    • December 19, 2005 at 2:19 AM
    • #1,238

    Since those pics were taken, all roofs are BSP-brushes for now...

  • RD
    • December 19, 2005 at 11:59 AM
    • #1,239

    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

  • hamst3r
    • December 19, 2005 at 11:15 PM
    • #1,240

    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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