
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
#7708 posted by
necros on 2011/06/30 07:50:38
looks sweet dude! make sure you post that when you're done. i really liked your other d3d map.
also, is that a space ship? would explain the monochrome textures. i love space ship maps... probably cause one of the first q1sps was that hell in a can map.
i loved the concept of that map. dunno if it's too late to nudge you in that direction a bit. ;)
i just like the slice of life concept of being on a space ship in the middle of nowhere and having to fix problems (like aliens breaking out of containment!)

Cheers
#7709 posted by
quakis on 2011/06/30 14:35:18
@DaZ - Plan to in other sections like the cafeteria/recreation sections of the map. Keeping the white scheme here mostly for the medical section and areas close to it.
@necros - Actually, it is a space map, nice to see you picked up on that. I don't really have much direction at the moment so anything that can nudge ideas is good, I'll probably check out that map asap. Thinking about it, anything like System Shock 2 / RTC 3057 (ZDoom) would be an interesting direction.
#7710 posted by
necros on 2011/06/30 18:58:59

Darkstar
#7711 posted by
DaZ on 2011/06/30 19:33:57
oh wow, I remember playing that back when it was new, it blew me away! :)

Booth's
#7712 posted by
madfox on 2011/07/01 04:55:18
@neg!ke - thanks for comment. I have the retexture pack in my iD directory but for some reason all textures are upside down.
I turned some in the directory but it didn't help. So it isn't something I do on purpose.
btw, the level took 15 houres extra vising and had teo giant hom's.
Why do they only show at the end?
#7713 posted by
necros on 2011/07/01 06:01:14
i've noticed this happening sometimes with texmex when importing/exporting textures to targa. not sure why it does that. annoying though.

Neil Manke
#7714 posted by
[Kona] on 2011/07/01 06:04:45
It's a shame Neil Manke's full game version of They Hunger was never finished. Supposed to be released years ago on the source engine but apparently Neil fell ill and wasn't able to finish it. He was a friggin mapping machine that guy.
They should just get a new mapper to take over. Shit I would have finished it if this was 10 years ago.
#7715 posted by
metlslime on 2011/07/01 07:03:35
some targas are stored in "upside down" format (bottom rows of pixels first, top rows last) and there is a flag in the header that indicates this, so perhaps texmex doesn't pay attention to that flag.
(Fitzquake had a similar problem with upside-down TGAs, long ago, before i fixed it.)