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WIP in WIP, post your level screenshots!


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Posted

That looks sweet, KB. Does HLRally Source still use "small scale" levels, or is it built like a normal map now since the source engine can tackle much larger areas?

were sticking with the normal HL2 scale now that the grid is large enough.

and yeah that 3d skybox is using the texture from inferno on a displacement. but i felt it needed to change, i wanted to make the skybox more life-like which is why i stuck in the trees and houses.

Posted

fuck, my vmf was corrupted and i had to decompile an old bsp using vmex, so i lost alot of work. also, vmex cant do displacements right, so i have to start over on my terrain.

FUCK EVERYTHING

Posted

korny you need to be more careful with your tree lines. A couple of the trees are floating off the ground it seems. But my biggest gripe is the plane of trees. I can easily see a line of trees that are presumably on an alpha channel. Try to break that up some how creatively so its not so easy to tell, because knowing they're just a flat plane breaks the illusion and removes the player from the experience.

Posted

Think this is my first time showing something in the WIP forum, and it isn't exactly the most orthodox map to be showing. This is my entry for the Snarkpit HL2 mapping contest, with this year's theme being "surrealism". I've taken a sort of coastal fortress theme, but going for an abstract hexagonal approach using only solid colour textures. I only started this tonight so there isn't much to see just yet, but I'm currently debating whether I should be adding detail or keep it true to its hexagonal charms. Thoughts, comments, suggestions?

2136_1.jpg

Posted

I like the concept reno. The only problem I see is the props situations. Rusty barrels and delapated couches will kill the theme. But props are pretty much the cornerstone of hl2 dm. SOO i hope you know how to model :D

Posted

I can model Fritz, but I have no bloody idea what to model for this :D Even if I did model some things that fit the theme (flat coloured rocks, boats, logs, etc...), I don't know how they would look when placed in a world made entirely of hexagons :(

I'm going to play around and see how this approach works when using smaller hexagons - it should allow for more detail without breaking the hexagonal theme, but it might take away from the blocky charm it currently has.

Posted

reno, i like your old cel-shaded (er faking cell shading) map better. i understand youre trying to make a hexagonal theme, but... well whatever

yep, the vmx thing worked :) youre a lifesaver

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