This is a project I'm pouring all my effort into, and for a change from all the other WIP threads I'll show you practically everything, including the stuff nowhere near complete 
Since it's currently not close to being runnable, I'll just post some hammer shots.
http://dumpedimage.com/uploads/1/spawnroom.PNG
The red spawnroom: took inspiration with the ceiling from tc_hydro, the rest of the stuff is your generic spawnroom spytech spammage. Door in the centre of the screen heads out into the main base building.
http://dumpedimage.com/uploads/1/spawnroom_2.PNG
Another shot of the spawnroom, this with another corridor heading towards the intel and main action area of the map.
http://dumpedimage.com/uploads/1/mainbase.PNG
Outside of the spawnroom is the main base, in this you can see the basic layout. Capture point for the enemy team is to the right, intelligence to the left, stairs to the upstairs area on the right too. This area is still (obviously) lacking lighting and detail (computers set into the wall, poking out func_details and such).
http://dumpedimage.com/uploads/1/upstairs.PNG
Upstairs area, eventually will have windows on both sides (one looking towards the center, the other looking towards the capture point, possibly with a catwalk, haven't decided yet). Still lacking a few more lights, although I'm hoping the window lighting might cover some of that. Still needs some more detail on the ceiling, too.
http://dumpedimage.com/uploads/1/window_vista.PNG
Closer look at the window visible in the above screenshot -- those are move_rope "power cables".
http://dumpedimage.com/uploads/1/buildings.PNG
This is the area at the far side of the base from the spawn room, just a little place for spies to hide and regenerate their cloaks or for an engineer to build a sentry to stop the enemy trying to sneak around the long way instead of going past the spawn door. Area still lacking lights and I obviously need to realign the gutter props.
http://dumpedimage.com/uploads/1/buildings2.PNG
Aaand the hideous reverse angle shot. Needs work, obviously.
http://dumpedimage.com/uploads/1/capturepoint.PNG
The capture point, raised up to make it harder to reach for the enemy team. Still needs lighting and a lot more work. Eventually it will have a ceiling, too.
http://dumpedimage.com/uploads/1/capturepoint2.PNG
The reverse angle again.
http://dumpedimage.com/uploads/1/basetowarehouse.PNG
Spawn exit directly ahead, base exit to the left. The huge block there is going to be a building of some description eventually, and to the right is the building containing the intel.
http://dumpedimage.com/uploads/1/basetowarehouse2.PNG
Another reverse angle. Behind the fence will eventually be filled with detail.
http://dumpedimage.com/uploads/1/intel room.PNG
The building containing the intel. Of course this one is the least done of all. The few props littered around are remnants of an older version which I completely scrapped after deciding it was too small.
http://dumpedimage.com/uploads/1/intelroom2.PNG
Pointless reverse angle.
As is plainly obvious I still need to add all the hint brushes, cubemaps, area portals (if I learn how to use them), occluders (ditto), a 3d skybox and such, but that's why we call it a WIP eh?
So anyway, I need some positive feedback (albeit if you have to lie your arse off) to motivate me to keep going with this thing.
Since it's currently not close to being runnable, I'll just post some hammer shots.
http://dumpedimage.com/uploads/1/spawnroom.PNG
The red spawnroom: took inspiration with the ceiling from tc_hydro, the rest of the stuff is your generic spawnroom spytech spammage. Door in the centre of the screen heads out into the main base building.
http://dumpedimage.com/uploads/1/spawnroom_2.PNG
Another shot of the spawnroom, this with another corridor heading towards the intel and main action area of the map.
http://dumpedimage.com/uploads/1/mainbase.PNG
Outside of the spawnroom is the main base, in this you can see the basic layout. Capture point for the enemy team is to the right, intelligence to the left, stairs to the upstairs area on the right too. This area is still (obviously) lacking lighting and detail (computers set into the wall, poking out func_details and such).
http://dumpedimage.com/uploads/1/upstairs.PNG
Upstairs area, eventually will have windows on both sides (one looking towards the center, the other looking towards the capture point, possibly with a catwalk, haven't decided yet). Still lacking a few more lights, although I'm hoping the window lighting might cover some of that. Still needs some more detail on the ceiling, too.
http://dumpedimage.com/uploads/1/window_vista.PNG
Closer look at the window visible in the above screenshot -- those are move_rope "power cables".
http://dumpedimage.com/uploads/1/buildings.PNG
This is the area at the far side of the base from the spawn room, just a little place for spies to hide and regenerate their cloaks or for an engineer to build a sentry to stop the enemy trying to sneak around the long way instead of going past the spawn door. Area still lacking lights and I obviously need to realign the gutter props.
http://dumpedimage.com/uploads/1/buildings2.PNG
Aaand the hideous reverse angle shot. Needs work, obviously.
http://dumpedimage.com/uploads/1/capturepoint.PNG
The capture point, raised up to make it harder to reach for the enemy team. Still needs lighting and a lot more work. Eventually it will have a ceiling, too.
http://dumpedimage.com/uploads/1/capturepoint2.PNG
The reverse angle again.
http://dumpedimage.com/uploads/1/basetowarehouse.PNG
Spawn exit directly ahead, base exit to the left. The huge block there is going to be a building of some description eventually, and to the right is the building containing the intel.
http://dumpedimage.com/uploads/1/basetowarehouse2.PNG
Another reverse angle. Behind the fence will eventually be filled with detail.
http://dumpedimage.com/uploads/1/intel room.PNG
The building containing the intel. Of course this one is the least done of all. The few props littered around are remnants of an older version which I completely scrapped after deciding it was too small.
http://dumpedimage.com/uploads/1/intelroom2.PNG
Pointless reverse angle.
As is plainly obvious I still need to add all the hint brushes, cubemaps, area portals (if I learn how to use them), occluders (ditto), a 3d skybox and such, but that's why we call it a WIP eh?
So anyway, I need some positive feedback (albeit if you have to lie your arse off) to motivate me to keep going with this thing.
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