Doesn't look half bad, considering it's running on the GoldSrc engine. As said above, it does look a bit cartoonish, but this gives the map a certain "fun" atmosphere. As making a fun map was your goal, I think you've succeeded in giving it that look.
Posts by ShaDoW
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It's a start.
Try adding more detail such as walls around the compound, a gate house, etc... Add more function to the entire complex.
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So that's what level designers do, once they get into the industry... parking their rears on a couch.

Looks like a very cool read, about a great company (I'm loving Bloodlines for it's detailed game world, and it's story).
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That looks very nice Minotauro, and that for the GoldSrc engine.
Can't wait to see this running in the Source engine.
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Don't worry Skjalg. Keep your chin up and just start working on a new and fresh project.
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Quote from Zeta
i dont personally bother with the 'orange mode'. For me its faster to apply nodraw to every brush and go straight into texturing for real on the faces that need it.
Agreed.
Basically, the orange maps were only created to test initial gameplay of the Half-Life 2 maps. The steps of actually creating a level don't require painting every brush with these proportion textures.
On the map; there's not much to think about so far. You seem to be making some decent progress in those, however, only time will tell us what will become of it.
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We meet again, Zeta!
Anyways; very good job. I can feel some of the City 17 atmosphere in those, which means your going in the right direction.
QuoteIll be pumping out a lot of c17 maps soon for sp and mp
Same here, I'm looking forward to yours.
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I saw these somewhere before, cool stuff.
As said above, this is indeed original source content they ran through Photoshop to create the in-game comics. I believe the pose where Mona spreads her legs around Max is from the Hospital scene comic. ... Hard to forget that one, eh?
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It doesn't look that bad for a map released so shortly after the Source SDK. However, I feel that a lot more brushing up and polishing can be done.
This is the Source engine we're talking about after all.
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I'd love to give you a real answer, but I haven't found a way to do this either.
The best advice I can give you right now; would be to wait for the full SDK release. However, I know there are ways to do this.
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Sounds like a plan!
Keep up the good work, I'm looking forward on seeing the website in all it's glory inside of my web browser.
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Perhaps experiment a bit with the color of the neon light. Also, in my opinion, there's a bit too much open space on the left side of the PDA.
That's about all the constructive criticism I have for today!
EDIT: I also noticed that there's a shadow cut off between images on the left side of the wires coming out of the PDA.
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This issue should be solved now, through one of the recent Steam updates.
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That's some great dancin' right there.
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Indeed. This is probably a good thing to do as one of the final stages, as then you have all the final brush work into place.
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You're doing great so far.
Although, be aware that you will need to 'portal' the map in later stages. By this I mean; creating hint brushes and area portals so that the Source engine doesn't render parts of the map when it's not supposed to. When you're creating environments with outdoor area's such as yourself, this is something you should keep in the back of your head.
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This will be my very first Counter-Strike: Source map. I'm actually not leaning towards a "physics fun" or whatever map, like most of the CS: Source community is trying to achieve right now. Thus I present;
Map Info:
[*:1cjrolmx]Name: de_Steffie
[*:1cjrolmx]Type: Bomb Destruction
More info to be added later.
Screenshots:
[*:1cjrolmx]
Editor Overview (21.11.04)
[*:1cjrolmx]Screenshot 1 (7.11.04) (old)
More screenshots to be added later.As for the name... it's currently dedicated to my girlfriend, however, it might change later.