Finished lighting most of the interior thusfar. I like how this lighting turned out.
[img]http://i33.photobucket.com/albums/d58/photobug101/62337ed8.jpg?t=1294625588[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/62cae474.jpg?t=1294625686[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/aa816706.jpg?t=1294625669[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/e4ec7932.jpg?t=1294625649[/img]
Woah. Those floors are pretty thin though.
[QUOTE=Eyefunk;27321888]Woah. Those floors are pretty thin though.[/QUOTE]
Fortunately since these story heights aren't standard 128 (I figured a good way to exacerbate the whole 'this isn't like something I've seen in Source before' effect was to abandon something almost all maps hold in common- stories usually around 128) I put the floors inside the walls instead of on top of the walls in most places, so that should be easy to fix.
[QUOTE=Medevilae;27337025]-snip-[/QUOTE]
That was productive.
Cool map; it gives off an abstract upside-down kind of feeling with the architecture but also leaves a lot of freedom for building space.
Warning: addition to new building is "inspired" by the Boston City Hall
[img]http://www.travelindia-guide.com/news_updates/world/images/ugly-buildings/boston-city-hall.jpg[/img]
like Ice Ice Baby is "inspired" by Under Pressure. Unlike Ice Ice baby however, I feel like this building is actually a good thing.
Anyway, here it is. (on a side note, I'd love to do a recreation of the Boston City Hall for Source after I'm done with this map- fucking love that building)
View from the stairs:
[img]http://i33.photobucket.com/albums/d58/photobug101/ecc239fa.jpg?t=1294805572[/img]
Best angle I can get without passing the cordon.
[img]http://i33.photobucket.com/albums/d58/photobug101/08b2e47a.jpg?t=1294805670[/img]
This was really fast and dirty work, I didn't want to be up too late working on this but I wanted to get this building in Hammer. As such, lighting hasn't been touched, not even interior spaces in general. Large portions of this section are also floating at the moment. I'll fix all that tomorrow.
[img]http://i33.photobucket.com/albums/d58/photobug101/57fa76d9.jpg?t=1294805898[/img]
The upper levels are actually pretty spacey, which is nice. Here's a picture of the topmost level with a citizen NPC at the other end for scale.
[img]http://i33.photobucket.com/albums/d58/photobug101/6daa91e1.jpg?t=1294806065[/img]
[QUOTE=Medevilae;27337025]I LIEK PENIS[/QUOTE]
I don't wanna go that far O.o
Some minor updates.
Changed the base of the building to brick.
[img]http://i33.photobucket.com/albums/d58/photobug101/bf239879.jpg?t=1294877770[/img]
Lit the center area of the new portion.
[img]http://i33.photobucket.com/albums/d58/photobug101/3d29e421.jpg?t=1294877846[/img]
Added supports and a courtyard of sorts under the new section.
[img]http://i33.photobucket.com/albums/d58/photobug101/d3d93451.jpg?t=1294877886[/img]
Looks like the best build map ever made. Can't wait till this is released, looks amazing.
[QUOTE=Kergitguy;27407325]Looks like the best build map ever made. Can't wait till this is released, looks amazing.[/QUOTE]
I wouldn't say [b]the[/b] best.. But its [i]one of the best.[/i] :3:
This map has evolved in good ways as well!
I might just like this map ;)
Can you add a very dark area? like underground?
[QUOTE=hawx;27411641]I wouldn't say [b]the[/b] best.. But its [i]one of the best.[/i] :3:[/QUOTE]
I did mean [i]practically[/i] a good map. As in, for building, and it looks awesome.
[img]http://img24.imageshack.us/img24/2505/awwy.png[/img]
Awwww. Thanks [img]http://www.mercy.com/img/services_heart.gif[/img]
Nice to see this improved, It looks better with each update.
[QUOTE=antimonycat;27423464]Nice to see this improved, It looks better with each update.[/QUOTE]
Thanks man, from you it means a lot.
Bump for content.
Addition to new building.
[img]http://i33.photobucket.com/albums/d58/photobug101/a00400be.jpg?t=1295119292[/img]
View from top floor windows.
[img]http://i33.photobucket.com/albums/d58/photobug101/2293192c.jpg?t=1295119347[/img]
Back of the building. Boring as hell and not quite done.
[img]http://i33.photobucket.com/albums/d58/photobug101/43190494.jpg?t=1295119507[/img]
Alternate views of the front.
[img]http://i33.photobucket.com/albums/d58/photobug101/5af1e6c1.jpg?t=1295119398[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/5a6fda6a.jpg?t=1295119622[/img]
The back view seems pretty empty imo.
Is this going to be compiled with models after the brush work is done, or is it going to remain brushes only? It looks great, but also looks pretty empty.
[QUOTE=nath2009uk;27435733]Is this going to be compiled with models after the brush work is done, or is it going to remain brushes only? It looks great, but also looks pretty empty.[/QUOTE]
What type of models would you expect to see in this map? I definitely don't think that any Half Life 2 models fit- if anything I'd make custom stuff.
I don't like the idea of doing models unless I want to change what I'm trying to accomplish artistically. I dunno, unless I did everything w/ propper I'd need to learn a whole new discipline to make custom models. It's a lot of work to change something I'm not having much of a problem with personally.
If anything, something to fit with a certain theme. Would it be a rundown, industrial theme that you might see in the cities of HL2, where you cannot go anywhere without seeing pipes and other electrical things, like many RP maps currently have, or a cleaner theme (although a 'clean' theme wouldn't really fit with the texture choice currently)
Either way, the flatness of the roofs is just what got to me :v:, but then I remembered it's pretty much part of the architecture you're aiming for.
Or, dip in the roofs and provide access to them.
the architecture looks nice but I don't like the repetitive textures
it's kind of hard to avoid when you're using hl2 textures though due to the dirty pattern in them
[QUOTE=Firegod522;27434147]The back view seems pretty empty imo.[/QUOTE]
[QUOTE=Sirrus;27434093]
Back of the building. Boring as hell and not quite done.
[img_thumb]http://i33.photobucket.com/albums/d58/photobug101/43190494.jpg?t=1295119507[/img_thumb][/QUOTE]
[b]*Facepalm*[/b]
Other than that the map is taking shape, I like it. :3:
Some good ones from all the pictures I threw up on the front page. I compiled the entire map (only 4 1/2 hours! Hooray for visclusters) for the first time since starting the new building.
[img]http://i33.photobucket.com/albums/d58/photobug101/a2b6246f.jpg?t=1295141207[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/f93c6ff1.jpg?t=1295141306[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/0165691c.jpg?t=1295141321[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/59203564.jpg?t=1295141338[/img]
[img]http://i33.photobucket.com/albums/d58/photobug101/2bbb912a.jpg?t=1295141403[/img]
Very Nice, Very Nice Indeed :3:!
Epic architecture is epic. Lovin' it.
Just got done working on a perhaps unnecessarily complicated multi-floor elevator (it employs three doors on the three inside walls with different combinations opening on different floors, like a hospital), this brings the elevator count up to three with two more planned.
What the hell dude, how do you map so fast?
[QUOTE=Eyefunk;27463734]What the hell dude, how do you map so fast?[/QUOTE]
Concentration and I don't do much else.
[QUOTE=Sirrus;27465268]Concentration and I don't do much else.[/QUOTE]
Shit I don't care, just keep mapping. :downs:
900th post. :D
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