WiP in WiP, post your screenshots!

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
Basic Layout Done for my Connect Five Entry
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Still lots of work to be done and many bugs to fix before it gets to imps, but it's getting there.
EDIT: Yes, those ugly rocks will be gone by next release. Getting someone to make actual ones that look good.
 
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Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
it may be temporary but still, you'll get complaints about it.
Yea, I know it looks terrible, but I used them mostly for measuring, and to give guidelines to my friend about what the size of the rocks should be. It also looks extra bad because I had to compile with staticproplighting...
 

Atlusia

Designer of a bygone era
aa
Dec 13, 2014
269
455
Yea, I know it looks terrible, but I used them mostly for measuring, and to give guidelines to my friend about what the size of the rocks should be. It also looks extra bad because I had to compile with staticproplighting...
I use staticproplighting on those rock models and they look just fine, what I'm talking about is spamming them all over the wall instead of using a rock texture, but it's whatever, you do you.
 

Harritron

L4: Comfortable Member
Feb 26, 2017
167
83
how do i make cliffs? for 1, google is no help. for 2, when i try to make them the displacement don't smooth and i can only pull them in three directions.
and it has bugged me since day one!

help.
There are cliff props in the model browser. Just search for cliff and look at the multiple cliff walls there (just remember to clip these as they have no collision model!)
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
barn city's A4 mid. probably not going to be around for a while.
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HQDefault

...what
aa
Aug 6, 2014
1,056
535
Working on some custom skycards for Preposterous...
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(Don't worry, the top of this one won't look so round when I'm done)
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I looked.at some pictures of mountains in British Columbia for inspiration, I think they turned out okay thus far. I'm gonna transfer these to actual textures soon.
 
P

Prosciutto

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i dropped the halloween map i was working on and started a new koth map that takes place in a flora export in the jungle next to the ocean
 

ThatOneOwl

L1: Registered
Apr 10, 2017
23
64
"Dr. StrangeOwl, or how I learned to stop caring and love over-detailing"

It's not of the best quality.
It's an ass to load properly.
It's unoptimized as hell.

but it's the most fun I've ever had while mapping, and it provided me with a lot of experience on how things work in Hammer.

Also, release is going to happen very soon, providing that I'll be able to figure out how to optimize this mess and I'm not being lazy

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HQDefault

...what
aa
Aug 6, 2014
1,056
535
New detailing stuff on preposterous
Kind of re-did red spawn's detailing:
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I had received complaints that red spawn wasn't consistent with the rest of the maps art style, so I changed it up a bit so at least now it feels like it's in the same place.

Also, blu spawn detailing (don't worry I'll fix the stupid shadows):
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I liked the idea of blu spawn's courtyard literally just being a parking area. I might put together a quick "no parking" overlay to put in there, too.
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I would suggest you work on your lighting, it is very harsh and has lots of contrast currently, and doesn't do your map justice at all. Use artificial lights a lot, especially around doorways and in very dark areas that people are likely to be traversing, and try a light environment with a warmer colour and a coloured shadow, like a deep purple or blue.