• Which Map Should I continue?
    128 replies, posted
Woah, nice maps. :D Do the Underground lab first. :excited:
Not to jack your thread or anything, but if you want to try the underground lab, maybe try doing something like this: [URL=http://imageshack.us][IMG]http://img529.imageshack.us/img529/1540/empires70000pg0.jpg[/IMG][/URL]
What's with the cubes with the german cross on it?
[QUOTE=chris0132]Not to jack your thread or anything, but if you want to try the underground lab, maybe try doing something like this: [IMAGE][/QUOTE] I hope the brushwork is as good as it looks. You have to be really careful when you make stuff like that.
[QUOTE=Rickzzz]What's with the cubes with the german cross on it?[/QUOTE] Empires mod, brenodi empire. [QUOTE=ROBO_DONUT]I hope the brushwork is as good as it looks. You have to be really careful when you make stuff like that.[/QUOTE] It's all func_detail, it intersects some but I can't avoid it.
The style of your map is totally different to mine Chris so I don't think it would work, Nice lighting though. [b]Edit:[/b] Also, I was thinking of adding a Missile Silo or some sort of "Super Weapon" in the facility.
I know it's different but from what I saw of black mesa it wouldn't look out of place with lots of pipework running around it, the facility is full of that. If you take the top arch of your hall and put some pipes in it, then hang catwalks under it and maybe on top of it, that would look good I think, and it would be good from a gameplay standpoint, I personally love having lots of little nooks and crannies to walk around in. If you have some diagonal pipes in it too, running down to the lower sections and following their ceilings it might look cool.
[QUOTE=chris0132]It's all func_detail, it intersects some but I can't avoid it.[/QUOTE] I guess it's fine, then. As long as VBSP and VVIS don't see it.
Yeah detail intersection has never been a problem to me.
Cool!
I for one vote for the underground lab map.
I'd be interested to see what you come up with for the missile silo.
Why don't you bring them all back up togheter? Or maybe you can make a RP style map on a city and use those as buildings.
Aw man, I really wanted to see the hospital get finished. :( However, I suggest that you work on whichever one you feel most satisfied/comfortable making.
I still like the Complex.
[QUOTE=chris0132]I'd be interested to see what you come up with for the missile silo.[/QUOTE] Well, I was trying to use very low lightmap scale to create some nice shadows of pipes and overhead objects, seeing as it toook forever to compile and did not really have the effect I was after I think I will do without and start again.
Do them all! They're all great!
I want my thread back chris! :dance: Silo So far. [img]http://img339.imageshack.us/img339/3586/silo20000yr4.jpg[/img] [b]Edit:[/b] And more [URL=http://imageshack.us][IMG]http://img249.imageshack.us/img249/7893/silo20001nd7.jpg[/IMG][/URL]
[QUOTE=1 Duck]Silo So far.[/QUOTE] I think the textures need a little work. You're using them on some pretty large surfaces. I would either scale them up, or write a custom VMT with detail textures. Although, I don't know what you're going to be doing with that space yet. If you can hide the repeating by some other means, you might not need to mess with the textures.
If all goes to plan, the place will be filled with pipes and walkways, so hopefully the texture problem will resolve itself.
Yeah you can never have too many pipes and walkways. I'd wait for the episode 2 update, then use some lights behind grilles to cast big grid shadows all over the place, I'm going to redesign my map to use that and see how it looks. [b]Edit:[/b] Also if you want to see something beautiful, look at an industrial complex at night. it's really lovely. I want to go and get permission to do some night time photography in a place like that. [b]Edit:[/b] Like this: [url]http://www1.istockphoto.com/file_thumbview_approve/695424/2/istockphoto_695424_industrial_plant_at_night.jpg[/url]
Yeah, waiting for the ep2 but trying to get some brush work and some lighting done now. Walkways are hard in cylinders, when a wall is at 30degrees. Nonetheless I have done a walkway to the outer section to inner.
Yeah. I'd use an arch to make walkways with the same number of faces as the cylinder. Aligning textures is a bitch.
I got the outer one done and innner, they are easy as piss, it's haveing a bridge joining them, you get brushes out by 0.01 .
Hmm yeah that could be pain. What about making the bridge just be an arch segment? Use a grate texture that doesn't tile and surround it with hazard strips or something. I think it would look OK having it be trapezoidal.
I have two now so there is no point starting over, this is what I meant: [URL=http://imageshack.us][IMG]http://img80.imageshack.us/img80/6206/50740111dl7.jpg[/IMG][/URL] Outer and inner walkways are easy, it's just joining them together with a bridge.
Looks good. Try anchoring it to either wall with diagonal bars, or ropes.
Yeah I will. I guess I will go for ropes, I wanted something different to hold it up though.
Had anything in mind?
Nope, probaly just some strange brush work, also what happened to our smartness? Yours has been halved and more. [URL=http://imageshack.us][IMG]http://img98.imageshack.us/img98/8172/silo20002wy0.jpg[/IMG][/URL] [b]Edit:[/b] Needs more light on the bridge.
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