jackophant Posted March 3, 2016 Report Posted March 3, 2016 Yeah, that makes sense.. kinda! I destroyed the displacement face on the bottom, but I'm not sure how to destroy a face of a regular brush. I nodraw'd the top face but that didn't seem to work.As Aston said above you might want to make the main brush a displacement as well, or it could be fixed with a more thorough compile. As covered by valve in the recent lighting update, historically there has been disparity between how displacements and brushes have been lit. Quote
clankill3r Posted March 3, 2016 Report Posted March 3, 2016 @pB.Reminds me a little of Velice Varni, you might like it.He makes art like this:(It's painted, not photoshopped). jackophant, JustFredrik, FMPONE and 5 others 8 Quote
pB. Posted March 3, 2016 Report Posted March 3, 2016 @clankill3rNow that is cool. Time to try this in hammer. jackophant 1 Quote
Jacket Posted March 4, 2016 Report Posted March 4, 2016 After having not made any original maps in ~a year (done some recreations) seeing a lot of these progress screenshots gets me all excited to get to do my own detailing again. Keeps me motivated to get past the early stages. jackophant 1 Quote
blackdog Posted March 8, 2016 Report Posted March 8, 2016 (edited) So even if I knew I wouldn't make the Run Think Shoot Live deadline for the current contest, I spent a few hours this weekend to see if I would make it in time to submit at least a very rough version with gameplay set in. Didn't make it, but I like the idea I had for the progression in the map, so will try to complete it in the next weeks waiting for the next challenge. Edited March 8, 2016 by blackdog OrnateBaboon, Squad, Logic and 1 other 4 Quote
spa Posted March 9, 2016 Report Posted March 9, 2016 (edited) Here's a couple of screens from the map im currently working on de_corp(featuring assets and textures from CS_Agency and Realworld textures) Edited March 9, 2016 by spa added credit kinggambit, blackdog, Hipshot and 8 others 11 Quote
kinggambit Posted March 11, 2016 Report Posted March 11, 2016 (edited) Pretty much finished my submission for KZ-Climb's water-themed mapping contest today. Lots of inspiration from Mirror's Edge: Not as pretty and a bit too strong of a contrast I think. Any feedback would be appreciated! Trying to prioritize performance since kz'ers appreciate smooth gameplay over aesthetics; big open map + night time environment + source engine was not smart planning... Edited March 11, 2016 by kinggambit Smileytopin, Gale, Deathy and 10 others 13 Quote
Vaya Posted March 11, 2016 Report Posted March 11, 2016 do you have the bsp on workshop? Looks really cool Quote
JoyousCoconut Posted March 11, 2016 Report Posted March 11, 2016 I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not. Teddy Graham 1 Quote
Klassic Posted March 11, 2016 Report Posted March 11, 2016 I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.Uhm i thinks Ts are at the bombsites WAY earlier then the CTs Quote
JoyousCoconut Posted March 11, 2016 Report Posted March 11, 2016 (edited) Uhm i thinks Ts are at the bombsites WAY earlier then the CTsYeah it kinda looks like that but it shouldn't from my measurements, also the B site on the sketch was going to be on CTs side of the room instead of where it isEdit: Also if I got deep into it I could just make the length of CT paths a bit shorter but I'm kinda at a standstill of incompotance right now anywayEdit 2: Actually here I made it a bit shorter. Didn't realign anything but just did it real quick so that's that. Might could stand to be a tiny bit shorter on CT although if the bombs close it would be fine Edited March 11, 2016 by JoyousCoconut Quote
Vaya Posted March 12, 2016 Report Posted March 12, 2016 I just made a sketch and did a rough floor job in SDK for my first map, there are some pics of it in SDK and the sketch to see it more clearly. Problem is now I'm completely lost on how to do aesthetically pleasing walls and what not.Just add walls and a skybox ceiling for now- detailing comes way later. it's not like you've done 'aesthetically pleasing' floors You should nodraw anything that can't be seen Quote
Hipshot Posted March 12, 2016 Report Posted March 12, 2016 Stairwell with railing and real bad lighting I love this shot, it's everything good with FPS level design. At least I think so =)You can feel the gameplay inside your head. You either sit down there looking up, or camp in the corner of the stairwell, trying to cover both top and bottom... the best thing is, that this very simple layout works so well in so many games, Quake, Raibow Siege, TF, Chivalry - probably not Civ5, still =) JoyousCoconut 1 Quote
Puddy Posted March 12, 2016 Report Posted March 12, 2016 Well, this is awkward. El_Exodus, 'RZL, 2d-chris and 12 others 15 Quote
RaVaGe Posted March 12, 2016 Report Posted March 12, 2016 Just for the lulz hgn, Bevster, K and 13 others 16 Quote
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