Posted by Addicted to Morphine on Mon Feb 27th 2006 at 1:30pm
Looks good. Although the building on the left on the second shot looks too tall compared to how wide it is. If you were to just widen the bigger part of the house by 1 window width I think it would look much more realistic.
Posted by Agent Smith on Mon Feb 27th 2006 at 12:38pm
I've been meaning to get these shots up for a week or so, and have finally found the time. It's a small dod source map I've been working on for a month now on and off, and is about 30-40% complete (I probably should get it up in my profile).
It's set in a small crossroads village/farm area on D-Day morning, with 5-6 buildings, a bridge and stream, fields and hedgerow. The layout is more of a triangle shape, with the aim of reducing the amount of path based play by placing the capture points across a wider area in the middle. Hopefully encouraging more teamplay.
It stills needs optimizing, I got a bit carried away at one point, this is a cut back version. I haven't much time to work on it at the moment, what with working, commuting 4 hrs a day, and my single player project. Hopefully I'll find some free time soon to add more. Enjoy.
(Oh, and the water currently in use isn't the final one, I'm still trying to find one, though I'm leaning towards a nice clear look)





Posted by Naklajat on Fri Feb 24th 2006 at 8:59am
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.
Posted by Addicted to Morphine on Mon Feb 13th 2006 at 6:04pm
Edit: I realized I should probably just make my own map thread for this map instead of just flooding this WIP thread. Sorry guys.
Posted by Addicted to Morphine on Fri Feb 10th 2006 at 5:27am
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).

Posted by ReNo on Fri Feb 10th 2006 at 2:47am
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.
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.
Posted by Addicted to Morphine on Fri Feb 10th 2006 at 1:22am
Apparently I'm taking my zombie arena in a different direction, and here's whats on the other side of that wall.

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?
Posted by Orpheus on Wed Feb 8th 2006 at 11:38pm
? 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. ![]()
Posted by Addicted to Morphine on Wed Feb 8th 2006 at 11:26pm
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?


Please excuse the lack of lighting.
Posted by Belgarion on Wed Feb 8th 2006 at 7:05am
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.


