WiP in WiP, post your screenshots!

The Letter Before A

Cool Idiot
Jul 15, 2016
292
196
~Quality Valve Programming~
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
It's hard to keep things nice and clean when you're working with a 15 year old engine with tons of garbage and a 20 year old editing program for it.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
This seems to be an issue only in the Shaded Textured Polygons mode, and if you have textures that are transformed through VMT (seems like it's so), like these 45deg glass tiles.
 

Twist.vmf

L420: High Member
Jul 29, 2016
439
208
just one list drink to myself befor the map is live.
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the official name is kill zone express ("kill zone" for the unconventional battlefield and "express" because trains.
 
Oct 6, 2008
1,948
446
It's hard to keep things nice and clean when you're working with a 15 year old engine with tons of garbage and a 20 year old editing program for it.

Are we now on Source Two Engine? Are there any mapping programs for it?
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
So, i've created things for Epicenter. Then asked the chat. Then redid them. Over and over.

1. Building under construction... only using stock textures.
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2. Buildings next to spawn. Also, Displacements!
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3. Inside spawn. Still has lighting errors which i wasn't able to fix yet.
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Last but not least: Supersecret early pics of what i want to do with the capture zone. Only brushwork and basic textures now.
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Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,696
2,580
I'm not sure I'm on board with the way you're using the corrugated metal texture. Those textures are best suited for makeshift, shanty-like structures, but you're using it like it's some form of masonry, especially in picture #2.3 with the juts between the windows.
 

DrLambda

L69: Teeheehee, Member
aa
Feb 18, 2015
458
475
I'm not sure I'm on board with the way you're using the corrugated metal texture. Those textures are best suited for makeshift, shanty-like structures, but you're using it like it's some form of masonry, especially in picture #2.3 with the juts between the windows.

I wouldn't say it's sheer necessity, but i wanted to vary the window inlets. This way (which i stole from badwater, like i did with much of the composition) i don't have to rough up my brushwork to make room for the windows.

I mean, i didn't really think about if corrugated metal would be installed in this way, i give you that - But i don't think a lot of people would see that it makes no architectural sense, although i suppose it'd be possible to use it in that way.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Under props_coalmines, there are versions of these windows that don't need room. The visual difference is insignificant for such a height I guess.
Unless you're talking about something else.
 

nitewalker

L2: Junior Member
Aug 5, 2014
64
141
9CB33B30FC40CF2E46716C436D2A4C89CF4804DB


Okay, no more detailing now. I promise.

All of your detailing is really gorgeous but you should consider the realism of your materials. It's unlikely that concrete floors would be supported by wood, with the concrete overhang looking particularly precarious.
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
Also, a map I've been working on lately:
-snip-
Lighting on the inside areas is very WIP

Looks good! but there's some brushwork that could be thinner, like the roof on the 1st picture (usually metal roofs are 4hu thick) and what I assume are wooden boards in the 3rd one.
 

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
Metal sheets like rooves are generally 4, 2 for thin metal and anything above 8 is an overkill for most situations.
 

zahndah

professional letter
aa
Jul 4, 2015
721
642
Also, a map I've been working on lately:

What it looks like you've done, is seen that you shouldnt make layouts out of props then made some brushes (that may aswell just be props) then use those instead. This is not what people mean when they say to make a layout out of geometry. You need to intertwine areas with doorways and buildings and walls and stairs and all. Not have big rooms then make a 'layout' out of cut and paste blocks.

The first screenshot seems pretty fine on that basis though, just the 2nd and 3rd make me think this.
 
Nov 2, 2010
355
1,048
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Really like how this ceiling turned out.

All of your detailing is really gorgeous but you should consider the realism of your materials. It's unlikely that concrete floors would be supported by wood, with the concrete overhang looking particularly precarious.

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Does this look better?

Nice brushwork doors you can't spawncamp:

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Also did this room but I worry I made it waaaay too bright. Gonna get rid of some of these lights or dim them down a lot.

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Poster looks nice though

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