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WIP in WIP, post your level screenshots!

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WIP for my Portal 2 mod.

A small thing a made for tf2.

Posted Images


bbc_Nightclub for Brainbread 2

This map is actually based off of Dead to rights 2 nightclub/strip club level.  Basically, watched a video on youtube of some person playing that level and made it into a map in the source engine.

(WiP)Outside Area:  The player starts in a apartment building overlooking the street.


Inside:  This area is after the player defeats the first boss.  They must move through this area to proceed on.


Inside (2nd Stripper:  Continuing from the last area, this is a small area to showcase the environment a little more.


Inside (Final Room):  This area is a porn studio room, which showcases the final boss fight of the level.



There's a lot more to this level, but only showing this amount for now.  Still a WiP and needs more attention before initial release.  If you are interested in designing levels for this mod.  Visit us on our Discord!


Edited by sethen
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So before the contest started, me and my brother proposed we Collab on a Mirror's Edge style map named Clarity. He proposed ideas by looking at screenshots of the game that I took while playing, and I wrote them all down. We didn't get very far before we had to halt recently so I can focus more on the contest, but here's what we've got so far! Also, the theme is that it's set somewhere in a Chinese city (We were eating Chinese food when we thought about it XD). I can't wait to get back to work on it once the contest is over, but here it is in all of it's unfinished glory 🤣

And yes, I finally decided to stop adding that overexaggerated normal map on the flags and replaced it with the valve-made subtle reflection.





Edited by That50'sGuy
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He doesn't mean that ^^

A normal map is in the end a colored picture with a combination of red, green and blue colors. Each one of them is a layer, a channel.
Maybe look for how a normal map works (try here ?), but to explain it as simple as possible the green and red channels are used to explain in which direction an area of your texture would be looking at if it was in 3D. The red is for horizontal direction and the green is for vertical direction.
The issue with Source is that the green channel is reversed compared to most of the other 3D engines (like : low value would look downward and high value would look upward or the other way around, I dont' remember, and it's the opposite of the standard of other 3D softwares).

This ends up with your brick texture that has cement between bricks. This cement should probably remain in between the bricks (recessed) and not spilling outward. But since your green channel is likely reversed, the normal map is in the wrong way.

Kinda hard to explain :x Does it make sense ?

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  • 2 weeks later...

Anyone here still making maps for gmod? Been making a map to overshadow gm_bigcity since I got tired of waiting on someone to make a bigger better and more optimized version. The sides of the level are 16 units away from the hammer editors limits and this screenshot displays a little over half of the level. The gray area with the fog is just the skybox projection. But man who knew designing a city was so difficult. 😅


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