[QUOTE=lionheart1066;45212415][img]http://cloud-3.steampowered.com/ugc/594788129858363340/315E0CDA2BA31C88411D57DD1D0CB96157BA58CF/[/img][/QUOTE]
Not bad at all, but Maybe you should work a bit on your ceiling, Making it less and giving some structural design to it will look pretty interesting.
[QUOTE=nomad1;45207487]I forget, do you guys have a dislike for screenshots taken in hammer?[/QUOTE]
I seem to be getting away with it... Nothing I make compiles anyway past the halfway mark of it being done. If people don't like it I'll stop posting, beats trying to find something to do while my PC chokes to death before the "OH MY GOD WHYY" troubleshooting begins. :P
[QUOTE=geogzm;45210625]do any of you have any pictures or scans of your initial on-paper map designs? it'd be cool to see how other people's minds play out and stuff[/QUOTE]
the very first layout sketch for the [i]critically acclaimed[/i] TF2 map koth_quarry:
[thumb]https://dl.dropbox.com/u/37624951/tf2m/72h_plan.jpg[/thumb]
i'm a lot faster at making brushes than i used to be, so now i mostly sketch things out in hammer itself.
I threw it into SFM and lit it roughly. Gotta figure up more buildings to populate this map...
[t]https://dl.dropboxusercontent.com/u/16349584/2014%20hammer%20map/postermaptest01.png[/t]
bunker
[img_thumb]http://cloud-3.steampowered.com/ugc/777183914799676738/7774E6BC0EFC4786FEE392151017F83460E2A777/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/777183914802808652/1AD582A54A1140688D490D19EB020730897A62EB/[/img_thumb]
[img_thumb]http://cloud-2.steampowered.com/ugc/777183914802807125/C32BEFE6690E506387CE7BD82AC2C03048BAA333/[/img_thumb]
[img_thumb]http://cloud-3.steampowered.com/ugc/777183914802811280/F02BC71E54E2A782D1D273E2D698074820957F35/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/777183914802812668/620AE0D00EE295F68A6C7253EB7AAF173702C2BA/[/img_thumb]
[img_thumb]http://cloud-4.steampowered.com/ugc/777183914802810002/BF27C94F32E89AFE9C6E531333AD44EB9CB818B4/[/img_thumb]
[img_thumb]http://cloud-3.steampowered.com/ugc/777183914802811920/1D0AE1EC53FA5A716B2E96D7D6A55F0A4805030A/[/img_thumb]
[editline]26th June 2014[/editline]
i want some tips on lighting any help appriciated
[QUOTE=TehOwnageFish;45216093][IMG]http://i.imgur.com/DrWMS4m.jpg[/IMG][/QUOTE]
Quite nice, even if i don't really understand for the roof x)
But it looks good !
[QUOTE=pac0master;45212647]Not bad at all, but Maybe you should work a bit on your ceiling, Making it less and giving some structural design to it will look pretty interesting.[/QUOTE]
I've added some brush work to the ceiling along with increasing its height. I'm aware of some shadow issues but they're not my concern at the current time when this is just the spawn room. Just need to add medical cabnits near the exit, then add an exit on the top section and then proceed to make the next area.
[img]http://cloud-4.steampowered.com/ugc/594788129905784078/B7B54331562968292FCF5B34ACD507B6D6B784DB/[/img]
[img]http://cloud-2.steampowered.com/ugc/594788129905785522/059EFD135E13C9CA203E518E52320EF5544ED3E4/[/img]
[QUOTE=qacz;45217432]bunker
i want some tips on lighting any help appriciated[/QUOTE]
Sticking red lights in decently lit areas is really ugly, and you're kind of just overusing red in general. Choose one or the other. If you want the effect of red lights, just use standalone sprites instead.
I'm also not a fan of the yellow lights, the yellow might be too intense or you may need something bluer instead.
[QUOTE=qacz;45217432]bunker
-snip images-
i want some tips on lighting any help appriciated[/QUOTE]
Instead of using yellow lights, green and blue lights add a sense of artificial, man-made structures. I would keep the red lights, they give a nice pop of color.
[IMG]http://i.imgur.com/JjUArUs.jpg[/IMG]
[IMG]http://i.imgur.com/XFoJMJH.jpg[/IMG]
[IMG]http://i.imgur.com/GKcGqnG.jpg[/IMG]
I fixed the roof and ruined everything else.
[QUOTE=TehOwnageFish;45221861]
I fixed the roof and ruined everything else.[/QUOTE]
What is going on with the shadows in the last picture? I have never seen that ever in my years of source ._.
[QUOTE=grabbin pills?;45222388]What is going on with the shadows in the last picture? I have never seen that ever in my years of source ._.[/QUOTE]
Super wild guess, I'm thinking he doesn't know about light_environments and just used a ton of superbig normal lights to light the world
[QUOTE=Hottea102;45222446]Super wild guess, I'm thinking he doesn't know about light_environments and just used a ton of superbig normal lights to light the world[/QUOTE]
I use a light environment with an ambient light diffuse with a brightness that's almost twice that of the direct light.
Editted:
For those who don't want to test this:
[IMG_THUMB]http://i.imgur.com/qySnQHL.png[/IMG_THUMB]
What I did.
[IMG_THUMB]http://i.imgur.com/IbAXO3D.jpg[/IMG_THUMB]
What it achieved.
What happens if you compile with -final? Does it go away?
you compiled with -final?
[editline].[/editline]
ah sniped
[QUOTE=Firegod522;45222915]What happens if you compile with -final? Does it go away?[/QUOTE]
[IMG_THUMB]http://i.imgur.com/bgf8rps.jpg[/IMG_THUMB]
[IMG_THUMB]http://i.imgur.com/l6agK0z.jpg[/IMG_THUMB]
Doesn't look like it...
[QUOTE=TehOwnageFish;45216093][IMG]http://i.imgur.com/DrWMS4m.jpg[/IMG][/QUOTE]
What's your reference or inspiration? It's very unique and interesting.
[QUOTE=Sweet_Water;45223086]What's your reference or inspiration? It's very unique and interesting.[/QUOTE]
[IMG_THUMB]http://images.jayisgames.com/daymaretown2.gif[/IMG_THUMB]
It looks nothing like it but I'll keep doing my own thing from now on.
[QUOTE=Firegod522;45222915]What happens if you compile with -final? Does it go away?[/QUOTE]
It would just shoot more rays into there, creating even more window effects.
I'd use a light_spot to fix it, or reduce the light_enviornment's SunSpreadAngle.
Been awhile since I last posted about my map.
Got busy doing other stuff, but anyway, I tested with a skylight.
I used the light shaft prop to do this, so it's very crude, but it looks OK.
I added a Quadratic light under the middle one and it lit the place nicely.
Though, I still need to replace those light shafts.
How would I achieve this effect without those big annoying things?
[t]http://cloud-3.steampowered.com/ugc/433784443197044175/4B3DFE7D557ADDF390B2B84FEB950EBAC7F03376/[/t]
I suppose The Ship content can't be redistributed like with valve games?
A lot of cool props in there.
[QUOTE=Giraffen93;45226982]I suppose The Ship content can't be redistributed like with valve games?
A lot of cool props in there.[/QUOTE]
I don't think the developers would care too much. If your really concerned then just add in the credits "Some Models from The Ship" or something similar.
[QUOTE=OfficerLamarr;45227077]I don't think the developers would care too much. If your really concerned then just add in the credits "Some Models from The Ship" or something similar.[/QUOTE]
They probably would, just ask them just to be sure.
[QUOTE=Giraffen93;45226982]I suppose The Ship content can't be redistributed like with valve games?
A lot of cool props in there.[/QUOTE]
If they have FAQ about their content, they might have the answer there.
The things I could do if only I could make models
[B]EDIT:[/B]
Well, here is my first attempt at making a skybox. I don't think its too bad. Its a space sky box inside a red nebula, and the star that you see is not part of the sky box texture, its a env_sun. Its hard to see the red dust clouds :l
[IMG_THUMB]http://i62.tinypic.com/2r2n4a0.jpg[/IMG_THUMB]
well that's the downside of using instances i guess, can't find areaportal leaks now
rip map
[QUOTE=Giraffen93;45233729]well that's the downside of using instances i guess, can't find areaportal leaks now
rip map[/QUOTE]
There is an option for decompressing all your instances.
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