El Moroes Posted January 29, 2014 Report Posted January 29, 2014 (edited) Some new screens, added some CC in photoshop to gauge where I'd like it. Thoughts? - screenshots - I agree with kikette. I think if your theme is "greenhouse" you should go further in it. I remember a map from the great (oooh yeah) 3D-Mike called de_greenhouse where he exploited well this thematic. Try to find it and test it (it's based on cs1.6 and I can't find it on the regretted lanmaniax website) - I know it's old but he used the thematic well Here some screens I found : Edited January 29, 2014 by El Moroes iwxanthi and Skacky 2 Quote
owk Posted January 29, 2014 Report Posted January 29, 2014 Hi, this is my wip, in a remake I'm doing. as you can see I am no expert, I need become familiar with the program and improve a lot. Original map: Original map: looking at the screen looks very ugly remake but the gameplay does not look bad Quote
cashed Posted January 29, 2014 Report Posted January 29, 2014 I'll give it a gander Moroes. Definitely needs more work on the overgrown. Going to be making some assets to help with that. El Moroes 1 Quote
Sprony Posted January 29, 2014 Report Posted January 29, 2014 A very simple scene after my first few days with Source. Loads to comment on of course but I'm still learning. I applied several techniques in this such as decals, overlays, props, env_sun, etc. So far I'm loving Source Quote
Spherix Posted January 29, 2014 Report Posted January 29, 2014 Nice going so far. What's planned for the rest of your week ;-)? Sprony 1 Quote
OrnateBaboon Posted January 29, 2014 Report Posted January 29, 2014 Yeah, good progress so far. Looks nice and clean Might find this useful (assuming you want to change the sky texture - the current one one adds some nice detail). The CSGO skies are near the middle of the page. https://developer.valvesoftware.com/wiki/Sky_List To change the sky, go to Map > Map Properties, and paste in the name of the one you want. So sky_cs15_daylight01_hdr for example, would simply require you to paste sky_cs15_daylight01_hdr into the field. Sprony 1 Quote
Sprony Posted January 29, 2014 Report Posted January 29, 2014 Nice going so far. What's planned for the rest of your week ;-)? Thanks guys. Regarding your question: This is build based on reference shots of the old building where I used to work. So I'll keep expanding (it's a big building) until I feel comfortable enough with the editor to go for a full map. Quote
Nerve Posted January 29, 2014 Report Posted January 29, 2014 A very simple scene after my first few days with Source. Loads to comment on of course but I'm still learning. I applied several techniques in this such as decals, overlays, props, env_sun, etc. So far I'm loving Source Looking good man. I take it you're following tutorials? Which sites are you finding the most helpful? Quote
Sprony Posted January 29, 2014 Report Posted January 29, 2014 Looking good man. I take it you're following tutorials? Which sites are you finding the most helpful? Tophattwaffle is really all I needed. Followed his V2 series and I was good to go. Also, this is great for scale references. Quote
leplubodeslapin Posted January 30, 2014 Report Posted January 30, 2014 Yes Tophattwaffle really does the best tutorials, even after using hammer for years i still learn things in his tutorials ... Sprony 1 Quote
OrnateBaboon Posted February 1, 2014 Report Posted February 1, 2014 Did a bit of work on readability, trying to make the map cleaner. Older one. Will add a blend of some sort so that the plaster textures are not just one colour. Older test blend. knj, mjens, Nexusdog and 15 others 18 Quote
cashed Posted February 1, 2014 Report Posted February 1, 2014 Using the blend on walls is awesome. Just started using this in my other map as well Quote
PogoP Posted February 1, 2014 Report Posted February 1, 2014 Does that mean your walls are displacements? Quote
OrnateBaboon Posted February 1, 2014 Report Posted February 1, 2014 cashed - Agree! Although I am worried about the displacement limit which I think is easy to hit if all walls are displaced PogoP - At the moment, I don't have any blends on the walls, they are normal bsp. The Hammer shot is a test blend to see what it might look like. But to add the blends, the walls would need to be displaced. Like how de_mirage is almost all displacements. Quote
TheOnlyDoubleF Posted February 2, 2014 Report Posted February 2, 2014 Started working on this again. This time I'm programming instead of doing everything in kismet early wip etc... It reminds me a game called "Hogs of War" on Playstation. leplubodeslapin and catfood 2 Quote
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