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WIP in WIP, post your level screenshots!

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It's ka_roadwars :>

You are the func_vehicle guy? Holy shit, nice work.

What I don't quite get, how are you supposed to play? With knifes it doesnt work very well, so we gave us mp9s each round

 

 

Yarr. As for supposed to play: It was/is a knife map. Knife, push people in the toxic water, or run them over. There is a 'hidden' weapons room though.

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Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

7c5a1605f0.jpg

Edited by Nakroma

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Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

7c5a1605f0.jpg

noooo way man, leave the crates at home depot (they're so 90s!) and try to create some depth with various wall levels, actually 'breaking' the wall or some of the windows. I am not sure you want to detail at this stage though already, but if you do, keep in mind, that you have consistency there or try to achieve that at least. You have a rather wooden and brownish theme, integrate that and set some streamlining highlights with a coherent color.

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Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

7c5a1605f0.jpg

noooo way man, leave the crates at home depot (they're so 90s!) and try to create some depth with various wall levels, actually 'breaking' the wall or some of the windows. I am not sure you want to detail at this stage though already, but if you do, keep in mind, that you have consistency there or try to achieve that at least. You have a rather wooden and brownish theme, integrate that and set some streamlining highlights with a coherent color.

 

 

Hmm.. I dont know much what you could do to a warehouse, but Ill try.

Currently it looks like this (keep in mind, light is on fast so the light is still not good):

de6916d705.jpg

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Currently detailing CT spawn. The lighting is horrible, but when im gonna figure out how to make directional light, its gonna be better.

I focused on the ceiling, I still need something to break up the flat wall. Maybe crates.

7c5a1605f0.jpg

I think this would benefit from other wall textures. Those bricks always seem a lot more suited to 'clean' environments imo.

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...

is this source? :o

 

Yep.

45YqiHZ.png

 

 

Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason:

AjiJ5Kh.jpg

 

Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.

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Hey, thanks everyone for the interest in my funky old Quake map. I know a lot of people here don't have Quake, so I did a quick (comedy) flyby review of the map, hope it makes you smile!

 

not-worthy.gif

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Except I think half the reason it looks so good is because it's so inefficient - there's only 3 actual brush blocks with the rest being displacements. That means I end up with a stupid amount of polygons but also means I can add a lot more noise and smoothing than is typical. The joint between the sewer ceiling and gutter thing is a good example of how natural it can look. Except this approach is dangerous and I would be scared to put this in a playable map, solely for this reason:

AjiJ5Kh.jpg

 

Over 15000 tris at the moment. Could be optimised down for sure, but I don't think I'll go too far with this anyway.

 

There is no reason to worry much; it's fine as it is: displacements rendered in bulk are cheap for Source and won't tax your frame rate (and won't count towards your brush limit).

 

Just make sure that you seal behind them with square/rectangular nodraw world brushes and try to convert some displacements to power of 2 instead of 3 for large areas where fine sculpting is not a priority.

 

It will work fine as part of a playable map.

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Not sure if I should post it in "Post maps/scenes that never saw the light of the day", but I thought posting it here is a bit more optimistic.

 

I started this villa like 3 years ago but didn't touch it a lot since then. I want to finish it in near future.

 

About the same for this map:

 

Both maps will be for Double Action Boogaloo. I used to be an official mapper for the specialists (damn i miss that mod).

 

During the years I created a love for height deviation.

I hope you guys like it.

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