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  1. Like
    'RZL reacted to blackdog in de_ali (working name)   
    Congrats, everything looks great, I do particularly like as well the long stairs area.

    One only complaint: i'd get rid of the brick arch in the building in the bomb-area, doesn't feel right to me. First looks cramped in between the other arches and the roof (=no breathing space); it's also very peculiar, so imo feels repetitive, with another building having it, but using it more effectively (thanks to the balcony)

  2. Like
    'RZL reacted to garthbartin in General Hammer Editor Tips   
    Once upon a time I made an asymmetrical castle. I decided it should have been bigger, so I painstakingly copied the different pieces of the castle and rotated them over the course of an hour such that the castle had been reflected horizontally into twice its size. Later that day I discovered the "flip horizontal" feature.
  3. Like
    'RZL reacted to Squad in de_ali (working name)   
    Been a while since I posted an update here. Work has been going fast sometimes and sometimes I took a rather long break from it
    Anyway, with FMPONE's help I've redone the environment lighting completely (again). Huuuge thanks to him for letting me use cs_museum's settings as a base to start from, as well as all the feedback he provided me in the process!

    I've also widened up some areas, as the map used to be rather tight.

    Some changes to the chokepoint to bombspot B. I've made the T's entry a bit more easier by adding an extra archway (it has a fence though, so you can not enter through it, but it's perfect for throwing all kinds of grenades or taking a quick peak to take shot). The chokepoint itself has been expanded towards where the balcony used to be (balcony is now completely gone btw). And I finally got rid of those ugly trims along every road in the map ...

    Bombspot A has been expanded a fair bit, the building with the archways has been replaced by a little chapel/church.

    Different angle of Bombspot A.

    I've moved the CT's spawn zone a little bit (runtime towards the chokepoints should more or less be the same, I'd like to see that in a playtest to be sure though) and began to actually build it. The hay/grass field model is by pedroleum, as are the scarecrow and the well models. A 3D skybox has been added as well, but it's still WIP (as is everything else actually ).

  4. Like
    'RZL reacted to Skybex in de_chinatown   
    Some stuff I did over the weekend, and did a lot of changes based on information from the tests.

    Also Squad, made some attempt to make things a little more like in the images you posted. Still needs a lot of work to get looking right, but I think its going in the right direction.

    Also modelled the railway bridge finally

  5. Like
    'RZL reacted to SamCom in [HL2:EP2] Station 51 Redux   
    Station 51 is my earlier level, also titled Station 51, tweaked and polished from feedback, along with an entire new level, that I've packaged as a mod.

    It's action focused, so if that's your thing, you should check it out.

    Download at ModDB


  6. Like
    'RZL reacted to General Vivi in ITT: Post maps/scenes that never saw the light of the day.   
    First string of Chell's Legend Videos to come!

    The main addition to my puzzles was Slow Motion / Sprint. These are some of the first puzzles you encounter that require you to perform some normal difficulty platforming maneuvers.

    Here is a video of slowmo pad redirection using a portal. This was one of my Favorite puzzles in Chell's Legend. With a few more tweaks... I'm sure it could have been something special. The central element (the moving doors) is used to solve 2 puzzles. If you turn on Hard Mode, the central element becomes 3 puzzles.

    Here is a flashback scene from Chell's Legend. In this scene, Chell tries to remember how she got to Aperture.

    This was another flashback sequence where the player walks through one of Chell's lost memories. The setting is her Birthday which happened to take place on the beginning of the 7 year war.

    The scripting still uses some temp animations for the advisor, the lighting still needs another full pass.

  7. Like
    'RZL reacted to General Vivi in ITT: Post maps/scenes that never saw the light of the day.   
    A bit ago I was messing with some Twitch style FPS gameplay in which the player had to kill a bunch of guards before the alarm went off. This map is actually pretty challenging and enjoyable to the "wants abuse" player. I haven't finished it just yet, but I could prob take a week or two and call it a day.

  8. Like
    'RZL got a reaction from OrnateBaboon in WIP in WIP, post your level screenshots!   
    Hey guys, I'm new here and just want to introduce me with some screenshots and a problem that I'm facing while working on my current project: de_bermuda

    These screenshots are not very up to date, some details as well as more textures were added, but I didn't make a final HDR compile so far, since I am not finished with some parts. If the final compile is done I gonna add a new thread to the 3d forum.

    Now to the problem that I'm facing: When I'm adding a 3D skybox to give the map a greater horizon, the water starts to cast a dark shadow on the ground close to its surface. The result can be seen in the first picture very well. And without a 3D skybox everything looks good:

    Can anyone help me out there? Would be pretty neat if there is a solution to it.

    You can subscribe to my newest TESTversion of the map in LDR here: http://steamcommunit...s/?id=132920187 (hidden)
    You can also play on the maptesting server, which is running the latest release candidate (HDR) 24/7 here:

    Cheers and thanks for having me
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