WIP / Concept Area Screenshots
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Re: WIP / Concept Area Screenshots
Posted by Mr.INSANE on Thu Feb 15th at 10:37pm 2007


I feel like i havent been doing any real map designing lately

Becuase im working in quake wanting to get something finished for once.

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Why Do we all have to wear these ridiculous ties



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Re: WIP / Concept Area Screenshots
Posted by ReNo on Tue Apr 17th at 7:19pm 2007


First non-work stuff I've made in a long while, so I thought I'd throw up an early WIP. It's for Mapcore's 1024 unit contest - the idea is to build a fully playable HL2DM map inside a 1024 cube. Mine's a bit abstract, as I just started throwing down some brushes to see where it would take me. Turned out to have quite a clash of styles - so I've got a real world industrial building up the top, UT deathmatch arena stylings in the mid-level, and some trees for, you know, decoration image Might try and bring things together into a more coherent end product - scrapping the top level as it exists right now would be a good start!

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Deadline is Monday, so I dunno if I'll end up finishing it, but hey, that's what this thread is for image






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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Tue Apr 17th at 10:28pm 2007


That industrial/metal buildings at the top are wild! Combined with the almost Chinese-temple style lower part. I'd settle for one style.

It's awesome to see you still mapping for good old HL2. <img src=" SRC="images/smiles/icon_biggrin.gif">

1024 Unit contests... why can't we think of something like this here :/






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Re: WIP / Concept Area Screenshots
Posted by ReNo on Sun Apr 22nd at 5:07pm 2007


Well instead of settling for one style, I've now got a third - sewers image Going for all the old cliches! Removed the trees from the middle floor however (replaced them with some dead looking shrubs), so it no longer looks much like a chinese temple. Not really sure WHAT it looks like to be honest, but I like to think that it does look pretty cool, so that'll do me image

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Re: WIP / Concept Area Screenshots
Posted by BlisTer on Wed Jun 27th at 4:50pm 2007


i'm undecided between the grey and black top. Can you guys give me your opinion?

http://users.pandora.be/storage_dv/arktekt680000.jpg

http://users.pandora.be/storage_dv/arktekt680002.jpg





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Re: WIP / Concept Area Screenshots
Posted by Gwil on Wed Jun 27th at 4:58pm 2007


Black <img src=" SRC="images/smiles/icon_smile.gif"> Looks so much better, fits with the theme nicely. The grey looks to washed out/patchy



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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Wed Jun 27th at 8:21pm 2007


Black.

This base looks like an alienware PC. <img src=" SRC="images/smiles/icon_biggrin.gif"> I'm undecided whether that's a good or a bad thing.






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Re: WIP / Concept Area Screenshots
Posted by Riven on Thu Jun 28th at 5:20am 2007


Black all the way Blister. It makes it look very stylish, and portrays that idea of the evil villain base. I love the design.

I actually totally forgot about this thread altogether. But now I shall utilize it.

Behold!:

This was supposed to be part of my competition entry for round 2 of the "map from base" competition, but due to certain events and regardless of the week extension, I was unable to finish it . However, I do plan to complete it; for I have some interesting ideas to include in it, so now that some of these events are out of the way, I may continue to complete this map as planned, just a week or two overdue.

What do you think I could do to better up that "core?"







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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Thu Jun 28th at 6:39pm 2007


image this is friggn' sweet.

I'm not a big fan of combine architecture, but vistas like this always remind me what awesome stuff you can make with it if you stay focused. The ceiling bit in pic 2 looks a bit like it was put on top of a simpler ceiling just to have something there. That's not bad but it's a bit obvious. Maybe try something more assymetric/alien/combiney?

As for the core: I'd try a (more intense?) refraction effect for the sphere. You could use the water shader and do something crazy with it, if you don't find an existing material. Custom shaders are pretty simple to play around with and don't need recompiles to test/change, so I'd look into this.

Keep this for round 3!






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Re: WIP / Concept Area Screenshots
Posted by Riven on Thu Jun 28th at 7:56pm 2007


Well, that "ceiling" is actually the underside of a bridge, so those are trusses holding it up over the canal. It is a human scene with Combine architecture overlaid on top. I think what I'm going for here, if I don't leave this scene "as is," is a purpose for existence that portrays a Combine scene under construction. We always saw in HL2 all these Combine structures that were just there! Well after playing EP1 you could see while in the citadel, that these aren't just solid walls of metal. They have pipes and wires within them and they can burn, and blow up! So, it may be that these structures could (and have according to what I've read) just appear out of nowhere, but I would like to show the player a Combine structure "under construction."

The detail isn't ripe enough yet to portray that idea within these pictures, but if I have the drive (and the time) I'd like to give purpose to this scene. Otherwise I guess it just looks like another cool Combine "place"

I have read tutorials on those cool refraction shader effects. Never tried it mind you, but I could understand what they were doing. But you're right, Now could never be a better time to learn!

Thanks for the feedback reaper!







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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Thu Jun 28th at 9:45pm 2007


These huge, transparent "cylinders of doom" in the citadel levels have a shader effect around them that is close to what I described. Maybe you can find it somewhere.





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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Thu Jul 5th at 6:41pm 2007


I'm currently redoing my old dm_vienna map into something different. Likely a Zombie master map, so it's a bit more evil and underground but maybe there will be a DM version as well. 90% of the architecture is done from scratch but I'm using a lot of bits and pieces from the old map which speeds things up. A first release could be ready within a week or so, but you know how it is with those release dates <img src=" SRC="images/smiles/icon_wink.gif">

Current name is "zm_underworld" (working title).

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Re: WIP / Concept Area Screenshots
Posted by Riven on Sat Jul 7th at 8:39am 2007


Wow, that first screenie is so juicy and realistic! I love the suspended light, that's a cool idea.

Looks like you made it easy for the ZM to make his way around the small rooms and corridors in that second pic.

I'm glad you took the time to detail the windows by insetting them within the building, nice!

In the last pic, the variation in ceiling height is a good idea. With ceilings that high, I think it draws to player to check to make sure whether they're inside a building or not, and detailing those ceilings either by making them arches or vaulting them, the detail on ceilings is always important. Most people overlook them, but here you have achieved the detail very nicely. Not too detailed, but just enough to draw my attention away from the floor, and lead my eyes to follow the silhouette of the arches down the corridor, a very cool effect!

Nicely done!

(For a name, how about: "zm_midtown"? I think it has a nice ring to it, and fits the setting.)







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Re: WIP / Concept Area Screenshots
Posted by Riven on Fri Jul 13th at 6:09pm 2007


Well, I got the "core" shader effect worked out, and I built a new model for it. Unfortunately I am not allowed to post a screenshot for it because it's part of my competition entry for the MFB round 3. But the refraction shader is super cool! It was definitely worth the effort to get it working though. Thanks again for the idea reaper!





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Re: WIP / Concept Area Screenshots
Posted by reaper47 on Fri Jul 13th at 7:07pm 2007


NP, thanks for your nice reply, also. I prepared an answer but didn't get to post it (duh').

And I didn't know there's a no-screenshot rule for the MFB!






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Re: WIP / Concept Area Screenshots
Posted by ReNo on Tue Nov 20th at 2:28am 2007


Testing that my attempt to unlock this thread worked...





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Re: WIP / Concept Area Screenshots
Posted by Riven on Tue Nov 20th at 3:04am 2007


Now that the MFB round 3 competition is closed, I'd like to get some feedback on my progress. Without revealing too much, here are the general areas that the player will traverse following the events in Finger's round 2 map:

  • Combine Depot
  • Combine Core scene in the canals of City #teen
  • Continuation of the canals leading from the "Core"
  • Abandoned metal works & coal mining factory
  • Gondola leading to the Mountain Mines.

Here are some pictures of the areas under construction. Each shot should give you a general idea of the theme for each section.

  • The Combine Depot:

  • The Combine Core scene (with updated core model and shader):

  • Abandoned Factory (in-Hammer shot, not fully compiled yet):

    The canals are still in too much of a WIP to show, and the gondola scene has yet to be built. What do you guys think (on color scheme and architecture?)







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    Re: WIP / Concept Area Screenshots
    Posted by ReNo on Mon Apr 28th at 1:10am 2008


    Just bumping this so it becomes usable again - damn auto-locking threads :S





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    Re: WIP / Concept Area Screenshots
    Posted by Le Chief on Mon Apr 28th at 1:15am 2008


    Thanks ReNo image

    Nothing special but this is my first source work, its only about 90 minutes of work and I was mainly messing around with the physics settings and the air boat.

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    Re: WIP / Concept Area Screenshots
    Posted by Le Chief on Sat May 3rd at 11:40am 2008


    Here is my first source map. The theme of the map is a small dam in some jungle in the present day. Depending on how the frame rate and compile times turn out, I plan to extend the map to make it more suitable for multiplayer, but for now, this map is mainly for gaining some experience.

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    I found some nice tree models from Highlander's (aka Vaalbera or something like that image) map pack, but I plan to replace them with the tree models from episode 2 once I figure out how to get them working.

    Here (excuse the messy handwriting) is the original (unexpanded) design for the map.

    Anyway, please offer your opinions, again, this is my first source map and I need some guidance.

    Thanks image







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