WiP in WiP, post your screenshots!

Mar 20, 2012
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Looks a bit simple but... it's damn so beautiful! I say it's a good and beautiful use of the textures and models!

Edit: Lighting too!

Definitely agree. It requires another good one or two detail passes (especially the respawn room in the second shot - I mainly added that to show that the spawns overhang the cave/canal scene).

Especially the ivy.

I love those models. I've been using them in such weird yet effective ways. They really are awesome, man. Appreciate your work making them.
 
Mar 23, 2010
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need a sign that says "bingo bango bongo i dont want to leave the congo" asap
 

fubarFX

The "raw" in "nodraw"
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Jun 1, 2009
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so as some of you may already know, I've been dabling within the bsp file structure for a while now and I came up with a lightmap editor to edit lightmaps, by hand. As soon as it was operational, I couldn't resist the urge of vandalizing cp_orange.

cp_orange_x30001.jpg

cp_orange_x30002.jpg

cp_orange_x30000.jpg
 
Mar 20, 2012
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Oh man its the robot factory from the spy vs. spy game

Woah. It's scary how close in concept I was without ever having played that game.

To anyone that also hasn't played the 2005 Spy Vs. Spy PS2 game, this is the part that Vaconcovat is referring to http://www.youtube.com/watch?v=biwqK3RpISg&t=9m13s

Same cave/canal concept, same airboat, same usage of yellow cranes. Subconsciously channeling that shit, yo.
 
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re1wind

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Aug 12, 2009
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detail-less detail experiments.

this one became a dead-end as i'm uncertain of what to do with it.
84B9F77B6A47C2FF715339A5321F7DF9F2D8FC85


Less than an hour for this one. i feel like i could spend days on it tweaking and improving it, but i don't feel like it.
42E5DC9743A3DD2869E0024BBC9870839CC3C502


another spam-thing, 2-4 hours maybe? still working on it. might turn into an actual map...

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304E4E37BA0B5AA486E69BD18ECDECFB0DF851B3
 
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re1wind

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Aug 12, 2009
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oh nice, those pillars are displacements though. i could make them more fancy, but i pushed myself to make that last scene as fast as possible... and i have a thing for displacements.
 
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Seba

DR. BIG FUCKER, PHD
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Jun 9, 2009
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vNjcBuM.jpg


Holy shit I love that area. Make it into a map or I'm stealing it.
 
Mar 23, 2010
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tbh is looks incredibly awkward to climb that staircase, looks fun to defend from there tho
 
Mar 20, 2012
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I'd turn it into a spiral ramp and make it a road - it'd look more natural in my opinion. (Although you might need to give it a bit more space at the bottom to make it more believable for vehicles).

Also, I'd severely cut up that yellow railing on the top ledge. You're going to want people fighting from up there, and those rails might get in the way.
 

re1wind

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Aug 12, 2009
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little tip for later, rewind:

circle to square brushwork is possible with one solid :) (for your beams)

Poadwl9.png

Oh, that's how you got it to not be an invalid structure. merging the vertices of the top side of the cylinder into a square results in an invalid solid, yet that is what JP has.

TO fix that, and get what JP has, in vertex edit mode select two vertices and press ctrl + f to create an edge between the two vertices. see jp's image to see where that edge needs to go.