
Looks Nice!
#7683 posted by
DaZ on 2011/06/15 16:57:50
But those curved pipes are clearly not on grid and aligned, that's gonna give you some compiling headaches later on. I wish I still had the link to czg's curved objects tutorial as that would really help here! :P
I like the general aesthetic however, lighting in particular.

Thanks
#7684 posted by
madfox on 2011/06/15 20:55:21
@DaZ> cgz's curved objects was the startingpoint, as I had a download of it.
The thing that breaks me up is that I can't skew the side of the group brushes to get them on grid. It's clearly an option in WC1.6 but I can't find it. See the screenshots of Quark in Mapping Help.
I tried in BSP96d, QRediant but it slipped out of my manual knowledge. So indeed, the chance on leaks and HOM's are compared to the map development.

Sleepy:
#7685 posted by
inertia on 2011/06/17 16:12:39
TL;DR is: Two failed websites, one proprietary batch processing system, a lot of backend CRUD, and a mad-scientist lecture about TCS. Criticizing the Ruby community and reading everything by Brian Kernighan.
You should make your profile link work bee tee dubs...

Truly Worthy Of The Norse God Of Thunder...
#7686 posted by
necros on 2011/06/20 04:10:18

Necros Is Last True Believer
#7687 posted by negke on 2011/06/20 18:10:43

OMFG
#7688 posted by
PuLSaR on 2011/06/20 23:15:20
that thing rocks the world

I Just Wonder
#7694 posted by
PuLSaR on 2011/06/22 22:15:15
if anyone here is interested in betatesting a hl2 map that has some quake-ish style?

Sure
#7695 posted by
DaZ on 2011/06/22 22:16:24
I'll take a look if you want :)

Sexy
#7698 posted by
RickyT33 on 2011/06/22 23:32:20
where are the Xenomorphs? i love it <3
#7699 posted by
Zwiffle on 2011/06/22 23:49:59
That is one well-lit ceiling!

Yes Daz Yes Please
#7701 posted by
Drew on 2011/06/23 06:17:14
I have been replaying that a lot lately and would love to if you need more.
#7703 posted by
jt_ on 2011/06/24 01:32:41
This is a map I'm making for my new mod, it's metal themed, with several different areas
that contrast with each other.
Worshiping hall
http://ompldr.org/vOTdjNg/alpha1.png
Transition
http://ompldr.org/vOTdjNw/alpha2.png
Other side of the transition
http://ompldr.org/vOTdjOA/alpha3.png
Transition room from another angle
http://ompldr.org/vOTdjOQ/alpha4.png
Tunnel before transition room, looking into the Worshiping hall ;)
http://ompldr.org/vOTdjYQ/alpha5.png

D'oh!
#7704 posted by
jt_ on 2011/06/24 01:35:30
Forgot to mention that's just one of the areas.
#7705 posted by negke on 2011/06/29 10:14:30
jt: Nice editor. :P
Madfox: Interesting shots in your booth. Seems to need proper trim on several transitions and ledges. Why do you always mirror that metal skull texture?

Duke3d Shots
#7706 posted by
quakis on 2011/06/30 05:45:36
Talking about the diverse texture set in Duke tempted me to post these two shots from another project of mine slowly being worked on.
http://img.photobucket.com/albums/v220/deathquakis/qmapthing01.jpg
http://img.photobucket.com/albums/v220/deathquakis/qmapthing02.jpg