Looking good, you've grasped the GoW visual style nicely there.
I wish it were that easy to make things look good in the Source engine ![]()
Looking good, you've grasped the GoW visual style nicely there.
I wish it were that easy to make things look good in the Source engine ![]()
Triple post I believe Clayman ;p
Looking pretty good there, I like the hazy, cold atmosphere you've created, Grippy.
That's Hourences way.
I tend to design a few bits of my map beforehand to get a feel for the kind of atmosphere/environment I want to create, then design a layout and adapt this particular section to my new layout. I then tend to block out this floor layout in Hammer to test distances and timing from different parts of the map. Then I build the map upwards, working my way through it, detailing as I go.
Would have been better if he were dressed as Fire-man.
Oh God, that was so bad. :s
I could just see these bloody Lego games turning into the next cash cow for whoever makes the games. They could make a Lego game of everything...
Very cool game, but the last levels on Veteran are ridiculously difficult on 360. I'm pretty good at the game, but the enemy always know where you are and even if you go outside of cover for just a split second, they pelt you with bullets and you have to cower inside.
And don't just say, "Well that's what you get for playing on the hardest difficulty!", because it's too hard.
I also think the enemies have way too many grenades.
Looks really realistic; I like the dock and the crane.
Reminds me of one of my first ever Source maps, a map for No More Room in Hell called Hydrophobia.
Quote from ultranew_bI really like the sky texture ! Do the clouds move? If not you should make it so !
Good point. The skybox is inspired by AvP2 and its rolling-clouds effect, so I may do that.
Anyway, while CS:S mapping is seriously broken, I've been playing with the TF2 art assets. I'm having an absolute blast working on this... It's inspired by Evil Genius and Goldeneye. Heh.
One thing I think many maps are lacking are a real purpose. By that I mean, a lot of rooms in maps have no basis in 'real life'. TF2 nailed this and made things look 'lived in', which is an ethic I'm trying work into this map.
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There's about 2 day's work there, let me know what you think!
I am really not bothered about DNF.
A lot of my fond memories of playing Duke Nukem are only good memories due to nostalgia... You know, the good old days of playing games without a worry in the world. They should just leave Duke alone to rest in peace.
Edit - But that trailer looks kickass! Great use of in-game, first person 'cinematics'.
I just played Goldeneye for some TF2 mapping inspiration ![]()
Quote from buddy the designerPogo, did you tried in backwards compatibilty mode?
Not yet, I'll try it out. Though the reason I want to open my map is to see the lighting preview on it, as well as adding some nifty particle effects to the skybox.
I can however, open my Cs:s map using the Half life 2: Ep 2/TF2/Portal configurations, but obviously a lot of textures are missing and the 3d lighting preview is b0rked.
Wow, works great for me. Haven't tried the ray-traced one, but the other's great. Ill get some shots in a minute.
Edit - I take all that back. Cs:s editing is completely broken. Maps have all weird lines over them in the 2d views; the 3d view doesn't work; the cursor disappears when you mouse over a 2d view; hammer crashes randomly when loading; a load of errors come up saying something about 'nullface'.
Just a short list of errors.
Quote from Pericolos0so its basically pretty useless.. raytracing doesnt look anything like radiosity lighting and realtime preview just has no shadows
You can check out general lighting of the scene, (ie, making sure you have the right 'mood') and then refine it later on.
Quote from QuakisI really love the sky, really sets the mood. I think there should be some brighter street lamps about, and possibly some of those neon/bright signs you get around garages too.
It may not neccessarily be for Cs:s, I'm hoping its going to be used in a... Scarier mod than that ![]()
So I'm trying to limit the amount of lighting. I will add a bit more when I detail it in the next few days. Come to think of it, I have't even added street lights yet, heh.
Thanks for the crits guys, really appreciate it!
Here's a little update. Basic map geometry is down, so is the 3d skybox. Next I have to make a load of models and fill up the empty spaces in the map. Detailing is fun! ![]()
It's already very well optimized, with
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Above - Changed the gravel texture. They do stick painted lines on gravel, I saw some on Top Gear on Sunday! But admittedly this does look a little better.
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Above - In the distance you can see the 3d skybox and my custom sky. You can see the seam if you look closely, but at ground level that transition looks perfect.
Got a bit annoying. I ran out of battery for my flashlight and just sat in the corner cowering, waiting for it to recharge.
Then I got to a certain point where you climb down a ladder and when I did so, it killed me. =/
Another WIP of mine. It was originally going to be simply a portfolio map but I decided to make it for CS:S. Then I had words with an old friend of mine that used to work on NMRiH (No More Room in Hell) with me, and I may submit it to the guys at NMRiH, see if they want it ![]()
It's set in an industrial area, specifically a Shell petrol station surrounded by warehouses and offices. Do please bear in mind that these shots are strictly WIP, it's about a week's worth of work on and off. I will be making more textures and props for this.
The floor gravel texture, the pavement texture and the Shell yellow/red trim are my own textures. Oh, and the skybox is the first I've ever done in Terragen too!
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So ummm, publish is just another word for 'compile'?
I'm a Source mapper, forgive me for my sins.