WIP / Concept Area Screenshots by ReNo

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  • added Sun Jan 22nd 2006
  • updated Sun Jan 22nd 2006
  • more content for: Half-Life 2: Other...

Map Description

NOT a real map - just a map to link the WIP screenshots thread to. Just a workaround to make a non-map specific thread in the map forum in other words :)

Discussion

Posted by reaper47 on Tue Jul 11th 2006 at 3:32pm

I'm trying a more futuristic Tokyo/Cyberpunk theme for my next map. All I have so far are layout scribbles and basic block/lighting/theme sketches. The map takes place in a slum in the lower levels of a kilometer-high city-scape. Corrugated sheet iron and concrete. Some parts stand underwater. Sunlight falls in small chasm but mostly stays a glow in the distance. HDR, hmmmm :biggrin:

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Posted by G.Ballblue on Wed Jun 28th 2006 at 7:39pm

I'm crouching :razz: That's actually number 1 on the "do not do" list when taking screenshots...

Also: I think I'll try out QuArK just for the Quake1 and 2 mapping. WC 1.6 is really difficult to use, and I have to compile Q1 maps with Nem's Batch compiler. Tricking Nem's Compiler to stoop down to the really old "light.exe" program isn't easy, and debugging errors isn't easy either.
Posted by Mr.INSANE on Wed Jun 28th 2006 at 6:39pm

My Sad Sad attempt at quake

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ive started alot of quake maps but usually give up becuase the engine just cant do it without large errors

I plan on using a few areas from some of my other work to peice this thing together

G.BallBlue - For some reason i just hate that screenshot you posted it seems really off size wise
Posted by G.Ballblue on Tue Jun 27th 2006 at 7:04pm

Sorry for the double post.

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I get to pimp off a new area, and I get to test out XAT :razz:
Posted by G.Ballblue on Sat Jun 24th 2006 at 5:38pm

The overhanging bit is intended to be a sniper tower -- the niche is, is that the 3 other bases are manned via Half-Life AI. This meant that I had to make the sniper tower unsually "close" to the combat zone in order for the AI to see the players and other enemies running about.

I also feel/agree that it doesn't look all that structurely sound. The reason for that wall being placed there is to block the player's line of sight: That one base is equal to almost 500 brushes. 4 bases = roughly 2000 brushes D:

Hoping to get a profile for the map soon.
Posted by ReNo on Sat Jun 24th 2006 at 10:42am
[Author]

The first screenshot looks pretty good G.Ball, the second makes it look really awkward. I can't quite get my head around how this architecture "works" if you know that I mean - the overhanging bit in particular I can barely make out what is going on.
Posted by G.Ballblue on Sat Jun 24th 2006 at 2:18am

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Posted by BlisTer on Thu Jun 22nd 2006 at 10:31pm

Xen said:
Although I have a profile for this map, these are areas I'm looking for more harsh criticism and ideas so that I can detail it better and make it more lively...
well as i said the atmosphere and some details are nice for HL1 sp. On first glance of these pictures i have a few suggestions. in the 3rd and 4th pic you posted here, some textures seem overscaled though. Also, in the 3rd pic, maybe you could make the grate see-through, and add detail underneath it to boost overall detail and complexity. also in that pic, lighting could be improved in the far end, but i can't judge it 100% based on the pic.
Posted by Stadric on Thu Jun 22nd 2006 at 6:39pm

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

I've been working on two mods, one longer than the other, here's some of my work so far, none of these are from finished maps.

From a forest:

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From my recreation of Hyperblast 2 from Unreal Tournament 2004

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From an underground chamber, for relaying power, blah, blah, blah, typical puzzle scenario

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From the central room of an underground complex, which is surprisingly small, or at least the part you get to see is.

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Completed work due at the end of summer.
Posted by Xen on Thu Jun 22nd 2006 at 2:31pm

Although I have a profile for this map, these are areas I'm looking for more harsh criticism and ideas so that I can detail it better and make it more lively...

The pics are pretty small sizewise (~20k) so I won't bother with thumbs

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