WIP / Concept Area Screenshots
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Re: WIP / Concept Area Screenshots
Posted by Dark|Killer on Thu Jan 26th at 10:55am 2006


<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>I really feel like doing something, but im just bored...;P<br>

[Edit}

I cant see the text here,
i hope you dont mind me screwing up a little with spelling atm...

anyway, how many minuteshours does it take you to make that map reno??? and morph ?



.::Dark|Masta::. - One name. One legend.



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Re: WIP / Concept Area Screenshots
Posted by ReNo on Thu Jan 26th at 1:16pm 2006


It's hard to say for me really, as I was building bits here and there while also playing around with the AI and actbusy system. Hours as opposed to minutes though, probably a few hours or something mucking around with the actual structure, lighting, props and textures.






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Re: WIP / Concept Area Screenshots
Posted by Dark|Killer on Thu Jan 26th at 1:36pm 2006


I love you...



.::Dark|Masta::. - One name. One legend.



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Re: WIP / Concept Area Screenshots
Posted by ReNo on Thu Jan 26th at 1:41pm 2006


LOL, thanks... I think <img src=" SRC="images/smiles/icon_lol.gif">






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Re: WIP / Concept Area Screenshots
Posted by Dark|Killer on Thu Jan 26th at 1:52pm 2006


hehe, dont mis-understand me, i love you all here hehe :P
Btw reno, or anyone here, i need some tips to make a good singple player map, cuzz im working on one atm



.::Dark|Masta::. - One name. One legend.



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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Thu Jan 26th at 3:12pm 2006


That map was just to check to see if imageshack's thumbnail code worked out. But that particular map took me 2 or 3 hours to make. I never finished it, and it's way too orange <img src=" SRC="images/smiles/icon_smile.gif">

I started it over again at home, but then had to return to school and I left it behind. If anything, it was really good displacement practice.




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Re: WIP / Concept Area Screenshots
Posted by hydeph on Mon Feb 6th at 11:12pm 2006


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

I was just playing around with submerged.wad by blaz, it's a really nice, adaptable wad.


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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Mon Feb 6th at 11:35pm 2006


I like the subdued colors of the textures.

The only thing I don't particularly like is the way the curved trim on the ground interacts with the squarish textures of the main path. It might look better if the striaght parts of the curve aligned with the white parts of the floor texture.

Overall, nice use of curves. I like it.

Thinking about adding lighting?




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Re: WIP / Concept Area Screenshots
Posted by ReNo on Tue Feb 7th at 2:44am 2006


I like the upper part of the room, but like AtM I think the ground could use some work. It just doesn't mesh too well - the elements clash with one another and to be honest, I don't think it works too well together with the rest of the texture selection. With some lighting that could look spiffy though. Thanks for posting too - don't let this thread die people :P





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Re: WIP / Concept Area Screenshots
Posted by Belgarion on Tue Feb 7th at 10:05pm 2006


looks like AvP2. which, to me, is a very very good thing.





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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Wed Feb 8th at 5:05am 2006


I've been working on the singleplayer AI arena that we've been talking about in the General forum, and this is what I've come up with so far.

image

Not much to show, I know, but I wanted to post something before I set off for school tomorrow to start the spring semester away from my desktop computer.

I'm also hoping this will encourage others to do the arena challenge.




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Re: WIP / Concept Area Screenshots
Posted by Campaignjunkie on Wed Feb 8th at 5:43am 2006


image

Blocking out some shapes for my PQL3 entry. HL1 mapping is still fun... Although, I have to admit, it seems excrutiatingly underwhelming after HL2 mapping for a year. No sexy water, no fancy fogging or 3D skybox... Yikes!

Morphine, try using non-generic-crete textures. At the moment it's all very greyish. Be bold and experiment! <img src=" SRC="images/smiles/icon_smile.gif">




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Re: WIP / Concept Area Screenshots
Posted by Belgarion on Wed Feb 8th at 7:05am 2006


i'm going to start looking into this SP mapping thing too, once i can get my computer to start up properly again. in safe mode atm. <img src=" SRC="images/smiles/icon_cry.gif">





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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Wed Feb 8th at 11:26pm 2006


Yeah, crete textures are pretty terrible aren't they?

I spent a decent amount of time trying to find different textures that would work, and this is what I came up with. Any thoughts?

imageimage

Please excuse the lack of lighting.




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Re: WIP / Concept Area Screenshots
Posted by Orpheus on Wed Feb 8th at 11:38pm 2006


? quoting Addicted to Morphine
Yeah, crete textures are pretty terrible aren't they?

Crete textures look great unless you:

1) use the wrong crete texture that poorly gives you what you wanted.
2) expect crete to look like something other than crete.

I have always gotten excellent results using crete. Assuming my area is concrete in origin.





The best things in life, aren't things.



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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Fri Feb 10th at 1:22am 2006


Apparently I'm taking my zombie arena in a different direction, and here's whats on the other side of that wall.

image

I need to work on the ceiling (I'm thinking of doing something like the ceiling in the garage of cs_office).

Any other comments? Too blocky/simplistic?




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Re: WIP / Concept Area Screenshots
Posted by ReNo on Fri Feb 10th at 2:47am 2006


Looks quite nice, but as you say the ceiling needs work. Lighting could be better too, as it is currently pretty universal in brightness. I'm sure an area like that (ie. with doors) would have some sort of light fixture/(s) nearby.

CJ: Ewww texture repetition. I know this is HL1 and there is gonna be obvious repetition in such a large scale cliff, but I think you could afford to lose some sharpness in return for scaling it up a bit more. I also think you should sacrifice the grand scale in order to reduce the size of the massively flat expanse and texture repetition, as even with some additional detail I can see it being tough to make such a huge cliff face interesting to look at. Cool looking scenario though, looking forward to seeing more.






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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Fri Feb 10th at 5:27am 2006


Thanks for the feedback. I haven't done anything with lighting yet (just threw in 3 regular light entities to give it enough light for a screenshot) and hopefully I can make the lighting interesting enough to make up for the flat walls (the other side of the room is really naked right now, I may have to add some subtle pillarwork to it). It definitely won't be that bright in the end, because this is a zombie arena after all

Edit: Here's an updated shot of the area. Did some ceiling work. I still need to add lighting (just a single light entity in there now).

image




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Re: WIP / Concept Area Screenshots
Posted by Addicted to Morphine on Mon Feb 13th at 6:04pm 2006


Edit: I realized I should probably just make my own map thread for this map instead of just flooding this WIP thread. Sorry guys.




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Re: WIP / Concept Area Screenshots
Posted by Naklajat on Fri Feb 24th at 8:59am 2006


image

image
image

This is a little room I did to prove to myself that my displacements don't always have to look like crap, and to figure out what I'm going to do with the ground on de_vestige. Also, in the process of looking at VMT properties I found out about detail.vbsp. The ground is made of three different custom materials using preexisting textures, and two custom detail.vbsp thingies.



=o




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