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 Riven on Wed Jun 4th 2008 at 4:14am

Nice shots; looks like you're staying true to the tf2 theme!

-Isn't there already a wildly popular version of Warpath already online?
Posted by Le Chief on Wed Jun 4th 2008 at 3:26am

Heh, looks like alot of fun. Did you model the cows?
Posted by fishy on Wed Jun 4th 2008 at 2:37am

one thatI've been toiling over for a few weeks now

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I'll post this in it's own thread once I've got a beta version ready. Maybe a week or so.

http://www.invalid-brush.com/images/tf/wpwc1.jpg
Posted by Riven on Wed May 7th 2008 at 9:00am

I wouldn't destroy it. It looks rather awesome and post-apocalyptic the way it is now. A mighty fine job for duplication's sake.

You say you might add it to an mp map eh?
Posted by haymaker on Tue May 6th 2008 at 11:13pm

Thanks guys... Actually i forget what the walls worked out to inside, but there is enough room for floor sections with headroom to spare.

The gameplay thing I had fooled around with a layout, which I actually like, but got lazy with the other buildings as usual. As of now performance is max of course; the thing is a hunka hunka func_detail and would stay that way unless I blacked in the windows. I'm leaning towards having minimal models these days so it probably could work... do you guys know why func_lod is supposed to be so bad on the engine? That's what i hear anyway...

Never heard of blastwave, looks pretty well-thought-out. And hl2-ish in the post-apocalyptic sense too. Part of me really wants to keep those windows intact, which is ill-fitting for a destroyed building...
Posted by Captain P on Tue May 6th 2008 at 9:05pm

That looks pretty accurate, in terms of geometry. :smile:

In terms of lighting and texture usage, it reminds me of blastwavecomic.com. Yellowish concrete, bright sunlight... and a post-apocaliptic, abandoned, ravaged world. I think it's the lack of windows and doors, the open nature of that building.

Oh well, just what it made me think of. Heh. :smile:
Posted by reaper47 on Tue May 6th 2008 at 7:53pm

Very nice. You got that into a 128 unit grid for floor heights?

I see less problems with performance than the usual "squeeze gameplay into one bit of concept art" issue. My studies (read: me torturing the engine to its very limits) show that polycount, especially clean on-grid polies like curves, etc, have surprisingly little impact on performance. It's almost entirely a shader-problem. Or very bad vis-blocking. But I'm sure you could have this building in a high-performance map, no problem.
Posted by haymaker on Tue May 6th 2008 at 6:46pm

Study in Streamline Moderne

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A rainy Saturday challenge. Probably unsuitable for MP due to brush count
Posted by Le Chief on Sun May 4th 2008 at 5:00am

Crono said:
Or you could stop being a douche and ask your brother to make some tree models for you. :razz:
:eek: He isn't really good at making models and he probably won't be interested anyway.
Posted by Crono on Sun May 4th 2008 at 4:19am

Or you could stop being a douche and ask your brother to make some tree models for you. :razz: