Haha
#6678 posted by necros on 2010/05/30 00:18:11
well, it's a nice section of wall that could eventually be really cool. but yeah, needs more before i can really comment on anything.
A Night And A Day
#6679 posted by meTch on 2010/06/05 22:32:56
http://qrf.mine.nu/~metch/pngs/gore2.jpg
can you guess the inspiration for this?
hint: its an album cover
#6680 posted by negke on 2010/06/06 14:53:40
What's great about mapping is that it always works best when one should be doing more important things.
http://negke.quaddicted.com/images/fitz0000.jpg
Interesting...
#6681 posted by generic on 2010/06/06 16:19:07
architecturally. Not so certain, texturally. Better make it nice and dark but with good, glowy lava :-)
#6682 posted by Spirit on 2010/06/06 18:14:33
Terrible lighting, makes it hard to see any structure in that mess!
Rusted metal with metal/concrete (I never thought of those as metal to be honest) on the other face looks weird to me.
!
#6683 posted by necros on 2010/06/06 20:04:31
you and your amazing off-axis mappery! i always shy away from that because it makes creating brushwork many times harder, but the results are always amazing.
#6684 posted by negke on 2010/06/07 12:40:43
From now on all my maps are going to be fullbright. This way at least I don't have to worry about Spirit posting black screenshots!
Off-axis brushwork isn't so difficult to do - well, at 45� anyway. Though I must admit Gtkr's brush validation can make fixing the brushes a real pain in the ass. And for complex constructions, like spirals or rocks (basically anything trisoup), I might just switch back to Quest. :P
My Motto
#6685 posted by negke on 2010/06/07 12:49:50
"I am the wizmet king, I can map anything." - The Func_Doors
LOLLLLL This Complain Is Mine...
#6686 posted by Trinca on 2010/06/07 13:10:48
"This way at least I don't have to worry about Spirit posting black screenshots!"
:(
Not Sold
#6687 posted by nitin on 2010/06/07 13:14:49
on the texturing, but I will take that brushwork.
#6688 posted by Trinca on 2010/06/07 15:15:52
Ijed and Negke are you guys up for some beta?
L4D2 Shots...
#6689 posted by JneeraZ on 2010/06/07 22:12:00
I've been tinkering with L4D2 mapping for about a week now and I think I've got a good grip on Hammer now. I'm working on a small survival level to get my feet wet and while I don't think this will actually reach a complete state, it's been great fun working on it. The idea here is that the battleground is an old bus terminal (which itself was converted from an old barn). It's got a restaurant upstairs, places to wait for buses, and the usual amenities. Not sure what to do with the parking lot area yet - I was thinking of turning it into a military stand off type thing. Lots of bodies, gore, etc.
This level is a VIS terror, I know. That's why I don't think it'll actually become a real release - but it's fun to tinker with!
http://www.wantonhubris.com/L4D2_Shots/shot1.jpg
http://www.wantonhubris.com/L4D2_Shots/shot2.jpg
http://www.wantonhubris.com/L4D2_Shots/shot3.jpg
http://www.wantonhubris.com/L4D2_Shots/shot4.jpg
Well
#6690 posted by Zwiffle on 2010/06/07 23:47:16
There are a lot of things you can do to cut down on Vis time, such as func_details and hint brushes and whatnot. There's a lot of things you can do to optimize and give Vis a nudge in the right direction.
#6691 posted by JneeraZ on 2010/06/07 23:49:40
Yeah, I know, I've just not really paid attention for this map. It's my learning phase, you know. I think VIS won't be the problem but it might be chuggy to play since the building is full of holes...
It's Nice To See That Those Chairs Are Being Well Kept
#6692 posted by meTch on 2010/06/08 02:09:45
can't say much for that bathroom though
#6693 posted by JneeraZ on 2010/06/08 02:15:51
Haha, well, the idea was that I was going to build the place basically in the state that they would have left it - and then fuck it up some to represent the zombie situation.
It's not working out that way as I'm doing bits of destruction here and there as the whim hits me. The bathroom was the first casualty.
Bathroom Looks Good
#6694 posted by nitin on 2010/06/08 02:27:06
the rest is a bit plain.
#6695 posted by negke on 2010/06/08 10:47:37
Trinca: If it doesn't include DBSing through hundreds of hell knights, sent it over.
Willem: Who would convert a barn into a bus terminal?! A road diner would make more sense. I agree it needs more chaos - toppled tables and chairs, menus and napkins on the ground etc. The graffiti seems out of place, the toilet a little too worn down.
#6696 posted by JneeraZ on 2010/06/08 11:21:32
Work in progress! :) The place will be zombified, no worries.
One Other Thing
#6697 posted by nitin on 2010/06/08 11:51:49
the outside roof design looks strange in the 2nd shot. Not quite sure why but it looks out of place for the setting you describe.
#6698 posted by Trinca on 2010/06/08 14:59:55
negke on hard just have 100 :\ so... :)
L4D2
#6699 posted by JneeraZ on 2010/06/13 13:29:27
Working on getting a feel for L4D2 levels and how buildings should be structured. First attempt:
http://wantonhubris.com/blog/wp-content/uploads/2010/06/BuildingA.png
Willem
#6700 posted by bal on 2010/06/13 15:41:55
Looking good so far, quite believable structures. Looking forward to whatever you come up with.
#6701 posted by Vigil on 2010/06/13 16:04:56
Amazingly enough, I could see orange as a very believable choice for a strong jazz club. Structure's looking good too, though I imagine the top level could use a few more windows (or skylights).
#6702 posted by Zwiffle on 2010/06/13 16:32:53
That looks like a really solid building. Wish I bothered to spend time playing around with cool shapes like that. Good show old chap.
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