WiP in WiP, post your screenshots!

NinjillaX

L3: Member
Apr 4, 2011
114
36
Torx isn't totally dead!

torxyworky.jpg
 

Batandy

L3: Member
Oct 10, 2010
132
87
newengineergun.png


Still learning to model, but this engineer gun is coming really well! This time the only thing i ported from the normal shotgun is the trigger (and i will add the pump, since this is a musket-pump fusion)
 

Void

Local Man Unable To Map, Sources Say
aa
Sep 14, 2008
1,868
2,977
The wheels look like what is often shown as "the first wheel" in cartoons and stuff.
 

Walker

L2: Junior Member
Oct 22, 2009
85
86
Also, with the way the crystals are placed inside it, it would make more sense to lean it back to move it around, kind of like a hand truck/dolly, but the wheels are on the front.
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
lol wow the last time i posted anything here was when the artpass contest was going on.

well i came back since i wanted todo a TF2 level.


lately all ive been doing is making levels for gameplay tests. so i can learn from my mistakes get feedback. ive learned a lot about making a good level.

well i first started with an area taking parts from different levels (so i could learn) if you look you can see which level this resembles!









after testing it with bots i wanted to make my own from scratch. my main goal for this part was height how long it takes a player to get from one place to another. you know that sort of stuff.









over view in hammer






i plan to ask if i can have this in a gameday on here. idk if i will detail this level or not, if i get good feedback and can make sure everything is balanced i will detail it.

if you can see anything thats wrong or have some input i would love to hear it :D
 

lana

Currently On: ?????
aa
Sep 28, 2009
3,075
2,778
To add a little more explanation to it, so that source doesn't render faces that aren't supposed to be rendered it "culls" them, or removes them. This can be done manually (by using the nodraw texture) or automatically when hammer runs VBSP. If the map is surrounded by a big box, it just assumes that everything within that box is supposed to be rendered.

Long story short, it means that every face, including the ones underneath the map, will be rendered in game. So as you're walking around, you're also able to in theory see the underside of your floor. This is considered bad practice.
 

LATTEH

L1: Registered
Jan 27, 2010
42
25
well thank you guys, i can see how you think i made one big box around the level for the skybox.

but i can assure you i did not



i just went the cheap route and put one giant brush on top to close it in.


but thank you guys
 

Rexy

The Kwisatz Haderach
aa
Dec 22, 2008
1,798
2,533
well thank you guys, i can see how you think i made one big box around the level for the skybox.

but i can assure you i did not



i just went the cheap route and put one giant brush on top to close it in.


but thank you guys

I do the same thing during alphas, just closing the top of all of them with 1 large flat brush. Don't worry about it.


Screenshots!
detail_pass_081.jpg
 

sofi

L1: Registered
Aug 9, 2011
1
1
EslYj.jpg


first tf2 map (i have made other maps before, just not for tf2), been working on this since yesterday morning. at the moment it's pretty bad in terms of detail, but i think i like how it's been turning out.