Soldat Du Christ Posted August 4, 2020 Report Share Posted August 4, 2020 (edited) I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something? Edited August 4, 2020 by Soldat Du Christ Quote Link to comment Share on other sites More sharing options...
Lizard Posted August 4, 2020 Report Share Posted August 4, 2020 9 minutes ago, Soldat Du Christ said: I feel like after hours of trying to get it right, im stopped dead in my tracks just trying to build the non-grid segments of my map... The parts of the map that fit neatly onto a grid i got done no problem, but i'm having a hard time getting the proportions correct and to line things up nicely. Is there any way to snap objects together with their corners? And not the grid? Like vertex snap or something? Its a "Wip, post your level screenshot thread" man... Maybe create your own thread or something. As for the grid snapping, try ctrl+b. Rump3L and Radu 2 Quote Link to comment Share on other sites More sharing options...
Soldat Du Christ Posted August 4, 2020 Report Share Posted August 4, 2020 slavikov4, sn0wsh00, Lizard and 1 other 4 Quote Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 5, 2020 Report Share Posted August 5, 2020 Map's looking good so far. Also looks like a great map for deathmatch or arms race. Soldat Du Christ 1 Quote Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 8, 2020 Report Share Posted August 8, 2020 (edited) I decided give my mg_space_race spinoff maps a backstory: Terrorists opposing a renovation project have seized a sector of an interstellar space station, killing the project's manager (bomb defuse version) or taking him hostage (CSDE hybrid version). Making matters worse, they now threaten to bomb the construction sites. Using a top secret portal, counter-terrorists have tunneled into the sector with the intent of stopping the terrorists. (for the hostage escort version, the terrorists are the ones who have portaled into the sector, after seizing the portal laboratory. Seeing the sector as a lost cause, the CTs have to escort the project manager to safety). Here's what I've come up with for the portal lab: Spoiler And here's how the portal looks like from CT spawn (I used env_cubemap's brush face entry to tie the cubemap to this texture): Spoiler It's possible to enter the lab in a middle of the game, but be wary of the fact that there are sensors in the lab. I originally tried linking the env_cubemap to a dome displacement with the intent on making the portal look like a wormhole. Unfortunately, the game kept crashing after I built cubemaps, so I had to use a flat brush instead. Edited August 8, 2020 by sn0wsh00 spoilers Quote Link to comment Share on other sites More sharing options...
will2k Posted August 8, 2020 Report Share Posted August 8, 2020 slavikov4, Lizard, Serialmapper and 3 others 6 Quote Link to comment Share on other sites More sharing options...
sn0wsh00 Posted August 10, 2020 Report Share Posted August 10, 2020 (edited) I've finally managed to make spherical wormholes, with gravitational lensing, for my mg_space_race spinoff maps using prop_static entities. I simply made a sphere brush and a torus brush in Blender (and kept the polycount in the hundreds so that Hammer won't take forever to compile), smoothed the shading, assigned the meshes to a cubemap texture and compiled the models. Then in Hammer, I set the lighting origin in the prop_static entities to info_lighting entities at each wormhole's respective destinations. Here's how the wormhole looks like leading from the main level into the portal lab: Spoiler And here's how it looks like going from the lab to the main level: Spoiler Edited August 10, 2020 by sn0wsh00 spoilers Klems, Kokopelli, JorisCeoen and 3 others 6 Quote Link to comment Share on other sites More sharing options...
JorisCeoen Posted August 11, 2020 Report Share Posted August 11, 2020 Pretty great effect! I like it If you're willing to go space-theme, most of the Nuke textures can easily be recycled for crazy creative rework. Especially most of the shaders they're using give a great space-effect. Keep up the good work! sn0wsh00 1 Quote Link to comment Share on other sites More sharing options...
Soldat Du Christ Posted August 11, 2020 Report Share Posted August 11, 2020 TelaF and StormCatcher.77 2 Quote Link to comment Share on other sites More sharing options...
StormCatcher.77 Posted August 15, 2020 Report Share Posted August 15, 2020 Shots of "Coma Moonlight". My map for Refracted Reality CP (Doom 2, GZDoom): Spoiler VIOLATION, text_fish, Vaya and 7 others 9 1 Quote Link to comment Share on other sites More sharing options...
Radu Posted August 15, 2020 Report Share Posted August 15, 2020 (edited) Edited August 15, 2020 by Radu CuervoSp, StormCatcher.77, slavikov4 and 10 others 13 Quote Link to comment Share on other sites More sharing options...
JorisCeoen Posted August 15, 2020 Report Share Posted August 15, 2020 2 hours ago, Radu said: Images Wingman? Quote Link to comment Share on other sites More sharing options...
Radu Posted August 15, 2020 Report Share Posted August 15, 2020 Nah Freaky_Banana 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted August 15, 2020 Report Share Posted August 15, 2020 14 hours ago, Radu said: Makes me think of cs_havana Quote Link to comment Share on other sites More sharing options...
FMPONE Posted August 18, 2020 Report Share Posted August 18, 2020 On 8/15/2020 at 12:50 AM, StormCatcher.77 said: Shots of "Coma Moonlight". My map for Refracted Reality CP (Doom 2, GZDoom): Reveal hidden contents This looks really confidently constructed from the screenshots, nice stuff StormCatcher.77 1 Quote Link to comment Share on other sites More sharing options...
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