WiP in WiP, post your screenshots!

RataDeOrdenador

L5: Dapper Member
Oct 12, 2015
230
105
So,I've got this,um,I dunno... "make-the-best-good-looking-spawn" kind of deal? I might use it for a future map,who knows.

It's supposed to be some spy-tech STUFF... you know,like 90% of the spawns? I want to make a cp_freight-style-whatsoever. god I love that map. Hopefully I can add some computers and such on the last pic,and show the CP on the first one. And of course more detail on EVERYTHING ELSE! aaaanyways,what do you guys think of it? I'm somewhat proud of this crap right here,I must say.

LO2M5EV.jpg


1OuGYDa.jpg


vrgRWYd.jpg
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
So,I've got this,um,I dunno... "make-the-best-good-looking-spawn" kind of deal? I might use it for a future map,who knows.

It's supposed to be some spy-tech STUFF... you know,like 90% of the spawns? I want to make a cp_freight-style-whatsoever. god I love that map. Hopefully I can add some computers and such on the last pic,and show the CP on the first one. And of course more detail on EVERYTHING ELSE! aaaanyways,what do you guys think of it? I'm somewhat proud of this crap right here,I must say.

LO2M5EV.jpg


1OuGYDa.jpg


vrgRWYd.jpg
Indeed, it is a good looking spawn room!

I'm not a fan of the ceiling texture, though. I think it looks rather "dirty" for a spytech room. I recommend using tile/tile_ceiling_001a for a "cleaner" look.

Unless you have handicapped mercs, I'd make those steps wider. Is that joke too cruel?

And this may be just me, but I never liked too much the darker color of the blue spytech walls compared to the RED ones. I do believe BLU spytech bases need more white. I'm not saying it doesn't fit here or anything, it's just an opinion.
 

TMB

Banned
Jun 7, 2015
821
323
Working in a new spawn for ixem...
7Kuqrbv.jpg

I was so bored that i decide to put this image...
 

SSX

aa
Feb 2, 2014
392
411
Totally not a remake of an older map of mine. *Runs off to hide*

eeTseXL.jpg

DXFLUmd.jpg

RKUkAU6.jpg
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
IMO fluorescent lights shouldn't ever have point_spotlights. They're horribly suited for any fixture that's not circular.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
IMO fluorescent lights shouldn't ever have point_spotlights. They're horribly suited for any fixture that's not circular.
If only we'd have all the lights options that SFM has... Especially the überlights.
 

Pocket

Half a Lambert is better than one.
aa
Nov 14, 2009
4,701
2,583
All I'd really ask for is a few tweaks to the material system. Being able to manually crank the brightness of a self-illuminating texture above #FFFFFF would force bloom (if it's enabled) and let us do away with glow sprites, for example. As for light cones, all we'd really need is some volumetric light models to match every fixture, wouldn't we?
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png
 
Jul 26, 2015
697
822
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png

Light your map properly, and you shouldn't have those problems.
 

Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,850
Does anyone knows how i can get rid of those light bugs? They only occur when im far away.

Also any good tunnel tutorials?

R2j7QKe.png

Are there any leaks in your map? On the top bar in Hammer, go to Map > Load Pointfile, and see if a file browser pops up. If it doesn't, you probably have a leak, which is a hole in your map to the void. Look for a red line that has appeared in your map; it should show you where the leak is. Patch it up, recompile, and see if these lighting bugs persist. Also, as @Mikroscopic suggests, make sure that tunnel is lit well enough.

For an alpha, that tunnel looks quite good, nice work. Just use the Vertex Tool :vertexmanip: to make sure that all brushes line up properly.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Are the gaps between 2 displacements? or is that brushwork? Because i do know that sometimes those gaps are unavoidable due to the way the engine does render. Many tf2 maps have such problems. but as the color of the floor is already relatively bright you just dont notice it.
 

Dragonisser

L1: Registered
Jul 12, 2014
37
18
It kinda looks like this. The tunnel sliced and grouped, no leaks, sealed room, and aligned to the grid.

Also the tunnel should be dark, otherwise i would have thrown some lights there :D

dlENrDa.jpg
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
It kinda looks like this. The tunnel sliced and grouped, no leaks, sealed room, and aligned to the grid.

Also the tunnel should be dark, otherwise i would have thrown some lights there :D

dlENrDa.jpg

You should totally be cleaning up those brushes, it looks like you've carved that tunnel.

You should be using an arch here, and maybe some displacements instead of the props at the left?
 

Another Bad Pun

In the shadows, he saw four eyes lit by fire
aa
Jan 15, 2011
806
1,850
Yeah there are some lines overlapping so it looks like you used the clipping tool. This can create excess brushes and issues though, and there's a much cleaner way to make tunnels than clipping or carving - the arch tool. Try to use the arch tool every time because it's much cleaner brushwork.
Here's a quick guide: http://www.interlopers.net/tutorials/2249