marnamai, nice start! Looking forward to more pics of it ![]()
Posts by Squad
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Here are some WIP shots from a CSGO map I'm working on.
It's actually a remake of which I made for CS 1.6 (but never got past releasing a first beta version). Before anyone points it out, it's inspired by some of the first TF2 pictures that were around:
[Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy1sm.jpg]
[Blocked Image: http://www.planetfortress.com/tf2/gameinfo/screenshots/italy2sm.jpg]
Everything is still very much WIP, but any C&C are more than welcome. On to a few screenshots:
[Blocked Image: http://users.telenet.be/gus/csgo01.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo02.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo03.jpg]
[Blocked Image: http://users.telenet.be/gus/csgo04.jpg]
Many thanks and credits so far go to Magnar Jenssen and Rick Underhill for letting me use some of their textures from Mission Improbable and to TopHATTwaffle for a few others as well.
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I can't connect. The connection times out ...

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Mine is about playable (only need to wrap it all together and put some temporary lighting in it), but it has a lot of dev textures still. It would be awesome if gameplay could be tested before I start detailing everything. I'll post a few WIP pics in the 3D forum maybe.
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Great initiative! I wouldn't mind contributing financially (if that's possible somehow, don't have a credit card atm).
Is anything planned so far? There are a few great maps in the pipeline so it seems (siege, museum, ... come to mind).
I'm also working on something btw (it's actually fully playable already ... if noone minds dev textures
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I'm a rigger in telecom, so I often have to work in tall towers, (abandoned) factories, hospitals, churches, rooftops, airports, ...
I'll see if I can put up some more pictures for download

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Quote from Chimeray
I mean, how many of you have been in a nuclear plant or even less special places and know what's behind that door, behind the scenes?
Due to the nature of my job I happen to come in a lot of places where most people never come. It's funny though, in some places I sometimes think "djeez, this could just as well be Half-Life or Quake or whatever in real life"

Here's an example:
[Blocked Image: http://a1.sphotos.ak.fbcdn.net/hphotos-ak-snc7/s720x720/575096_10150893864326100_586212479_n.jpg]
What I'm trying to say, I guess, is that if you want to know something about a specific place you could ask me ... who knows maybe I've been to such a place already
(as well as others). If possible I could provide pictures as well. -
If you're just looking for tutorials and info about mapping for Source then go here, I suppose.
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Quote from KungFuSquirrel
I'm working on getting the most recent versions of all of them that I can to release publicly like the textures.
If you need help with that, feel free to ask. I think I still have a bunch of .map files lying around somewhere.
Shame I can't participate (going on holiday tomorrow morning), would have loved to have a shot at it (albeit I'm probably a bit rusty by now, haha).
Looking forward to the results!
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Cool idea

So did you say there is still a HL1 version of PQL being worked on too? Any more info about that?
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Quote from Skjalg
Why didn't the black mesa team decide to divide this up into chapters and release them one by one?
My guess would be because BMS is a total conversion, and not a map pack. So even to be able to release one chapter, you'd still need to finish all the code, weapon/character models, art, etc (except if some of that stuff would only appear in later chapters, but in comparison that'd probably be not that much).
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Quote from Jetsetlemming
I also fucking hate that dude's beard. Like, c'mon, ever heard of a razor? :roll:
As far as I know, it's pretty common, for SF operators, to grow their beard.
[Blocked Image: http://www.talisweb.com/hosting/david/daviduri/images/Special_Forces_soldier.jpg]
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I think the overall color tone is a tad too blue. Maybe try breaking up the lighting a little bit. Just add some (very) subtle diferent colored lights here and there. If possible, place them as low as possible, so that you can achieve some dramatic shadows when players/zombies walk past them, ie: some small lamps/spots at the bottom part of some of the pillars (some yellowish color would contrast quite good, I think) might do the job.
And I agree with tofu about the first aid kit. Just a lamp above it with a noticable (but fitting) color above it would make it much more visible to players.
Also, the upper part of the outer walls looks kinda bland in some parts. Not that a lot of players will notice it, since the action will draw their attention elsewhere, but perhaps you could think of a way of making them a bit more interesting still. IE: some beams to carry the weight of the roof structure would help and from an architecturally view would also make a lot of sence, I believe.
In the 5th pic, I love how the moonlight casts these nice shadows on the big wall. Well done

Other than that, keep up the good work! Looking forward to seeing more of this

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It's what has been decided when the mod was stopped.
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Quote from Campaignjunkie
I still have them... somewhere. I'm not sure if I want to upload it though - PV, wherever he is, would hunt me down and destroy me.(And technically us ex-NW mappers would have an edge, knowing the textures already)
I still have them too. But I don't think it's appropriate to just upload them for other people to download. Shame though, as it would be cool to see what other people would create using them.
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I like it. Looks very 'Belgian'

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I like how that sound

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Quote from Nurb
Ofcourse, it's hard to show that you actually have an artistic sence if you just work on old tech, so it's probably good to use an engine that doesn't limit you too much. From that perspective I'd say Source isn't the best choise, but I think that generally if someone can make a scene look really good in source, the same person can make a scene look like pure awesome in Crytek or UE

I think I (partially) disagree with this. If someone makes something really beautiful on an old engine, it's probably more obvious how talented he is. Instead of just throwing some prefabbed models etc in a scene, which may 'look' way better (to the average unknowing gamer) than the level on old tech. But that'd just be beause of all the next-gen technology (shaders etc) instead of the actual design (lighting, ambience etc).
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Just got my copy of L4D. Looking forward to this project, tomdon
