i just realized i have a LOT of maps/pics and i decided that i should those that i can find to you people.
most of my mapping was for opposing force 2. i don't really have too much stuff that isn't opfor2 related so please ignore the logos and credits on the pictures. also, if you follow the mod you know how we got through leaks and what not, a bunch of areas aren't included in the mod anymore. anyways, this is my mapping compilation. i'll try to name all pictures, and if they're of2 related i'll give you descriptions on what they were used for in of2. and i hope you enjoy it!
these pictures date from late 2008 to 2011, but they're not organized properly. i just posted them as i found them.
this was an underground city i did for the underground contest here in fp:
[media]http://filesmelt.com/dl/FUCK61.png[/media]
brushwork submarine i did for... of2.
[media]http://filesmelt.com/dl/sub3.jpg[/media]
inside of the submarine on alpha stages and final:
[media]http://filesmelt.com/dl/sub2.jpg[/media]
[media]http://media.moddb.com/images/mods/1/11/10775/SUB.png[/media]
final scene of the submarine, remember folks, it was TELEPORTED here:
[media]http://filesmelt.com/dl/of2_wasteland_hybrids0010.jpg[/media]
a sort of black mesa corridor i was working on (for of2) but scrapped and then we started working on the city chapter properly. that was 2-3 months ago.
[media]http://filesmelt.com/dl/uc2.png[/media]
very cartoony desert, we eventually scrapped this area and put a teleported submarine there. made the map's gameplay bigger and looked 10x cooler. we didn't even know what to put there anyway.
[media]http://media.moddb.com/images/mods/1/11/10775/pitdronelair_test0007.png[/media]
mining town map.
[media]http://filesmelt.com/dl/mine11.jpg[/media]
[media]http://filesmelt.com/dl/mine2.jpg[/media]
something i'd like to point out is that in order to speed up the game's development, we decided to release the game in chapters. we simply stopped developing any other chapter and started working on the city chapter, which is the first one, to release either next month or in 2 months from now. this also gave us many great ideas for the actual storyline, and we scrapped many useless things and added many amazing things.
beggining of a scenic view i was working on which eventually turned into an actual map.
[media]http://filesmelt.com/dl/sandy_wastes1.jpg[/media]
used this picture as a reference:
[media]http://www.deceptionsecrets.com/wp-content/uploads/2009/07/arizona-desert-lg-300x234.jpg[/media]
then suddenly, progress on that area. hazard24 used to work on opfor2, and he worked on that part with me. i learned a lot of things from him by seeing the maps he made for us, so i have to thank that guy. even if he was in the team for 2-3 months he still made quite a bunch of things. we won't have to do much when we finally get to map the chapter he was working on, he had the layout mapped for 3 of 4 maps of his chapter.
[media]http://filesmelt.com/dl/clifftest0021.png[/media]
finally, the almost final looking area.
[media]http://filesmelt.com/dl/supers2.jpg[/media]
only thing that really changed from this picture to nowadays is the detail sprites. but they dont look that different either. we'll get new ones.
very weird beggining of the city chapter. we cut this as soon as people complained about the sky. no wonder, the sky looked like shit.
[media]http://filesmelt.com/dl/of2_city_1_menter0006.jpg[/media]
more progress i made into the map...
[media]http://filesmelt.com/dl/of2_city_1_menter0008.jpg[/media]
something felt off. then me and firegod (who's also in the team) started working on new environments for the chapter. this chapter had a funny development environment-wise. it started as night, then the sun slowly started to rise, until it became day, which we sticked with as the best looking environment for it. here's the morning looking city chapter:
[media]http://filesmelt.com/dl/city2.jpg[/media]
what can i say though? it looked cool at first glance, but as you played it your eyes would start feeling that... it was trying too hard. i'm not sure how i can explain it properly, but the environment wasn't right.
then, this.
[media]http://media.moddb.com/images/mods/1/11/10775/cityday.png[/media]
mad props to firegod.
one of my most recent works that i posted here in facepunch:
[media]http://filesmelt.com/dl/bbb1.jpg[/media]
[media]http://filesmelt.com/dl/bbb2.jpg[/media]
[media]http://filesmelt.com/dl/bbb3.jpg[/media]
it's the industrial part of the city, early wip.
this here was a sort of challenge, because of how round, hi-tech and smooth everything had to look like. i barely work with round maps and so, but oh dear. that was 2-3 months ago when we were focusing like retards on the 4th chapter of the mod for nothing.
[media]http://media.moddb.com/images/mods/1/11/10775/subtransit_new2.png[/media]
still, one less map to map entirely when we finally get to map that part.
this here is just a bunch of pipes for a puzzle, but the lighting looked artsy and i decided to post it on the exclusive media category on the mod's forums. eventually i posted it on moddb since we did a media release with a bunch of pictures. it's always good to stuff as much content as you can on those media releases.
[media]http://media.moddb.com/images/mods/1/11/10775/canalrace1.png[/media]
this here, oh christ. it was the "beta" wastelands. the first look we gave to wastelands, very cartoony, very barren, looked almost like borderlands. we still have that map in, however it's been redesigned. we won't show it though until we actually start working on that chapter again.
[media]http://media.moddb.com/images/mods/1/11/10775/wastelands02.png[/media]
[media]http://media.moddb.com/images/mods/1/11/10775/wastelands03.png[/media]
but you know what? i liked this look. well, like. it brings back good memories.
another map with the same feel as the "beta" wastelands. this one was a military base, and we're still using it. however as said before we've changed quite a few things story-wise because of the sudden focus on a single chapter, and this map won't be the eye of the storm of the chapter, in fact it'll be a depressing twist.
[media]http://media.moddb.com/images/mods/1/11/10775/wastelandwin_moddb.png[/media]
this was a remake i did of one of our maps when the mod was just beggining, back in mid 2008. by i think ImCrimson. we're still going to use it, another area we won't have to map when we finally get there.
[media]http://media.moddb.com/images/mods/1/11/10775/brokencommunicationmoddb.png[/media]
aaaand sewers:
[media]http://media.moddb.com/images/mods/1/11/10775/darkpassage1.png[/media]
yeah, little mesa sewers. another area of the broken communication chapter we won't have to map.
"beta" city chapter, i still remember when we used this as the mod backdrop.
[media]http://media.moddb.com/images/mods/1/11/10775/c14_moddb.png[/media]
this one was available for download on the forums as an "extra" for the demo we had released. a full map we won't have to work on when we finally get there! but the thing is, this map had quite a few leaks on an area because two areas were mapped separately. i mapped one area, and OVRKLL (an old, old member, also a very nice member, stayed on the team on its early formations and some of his storyline is still in the mod) mapped the other. thing is, his area was horribly unoptimized. didn't notice that, and in a month the map was out of the forums.
[media]http://media.moddb.com/images/mods/1/11/10775/bullsquid0004_moddb.png[/media]
also, the map was originally called of2_bullsquid, it had been mapped before ep2, it was going to be a bullsquid chase, where this huge, blind bullsquid chased you around the canals. we scrapped it because of the antlion guardian in episode two, plus, we had better ideas for the map. it would also be useless to code this npc you'd only see on a single part of the game, for less than 2 minutes.
phoenix hideout. maybe this picture was the one that inspired us to work on the wastelands chapter. back then opfor2 didn't have a desert. it was city -> sewers -> forest -> underground complex -> more underground complex -> more forest -> then this dead forest area where there was a portal rift. we scrapped these, and the only thing that still fits properly is the sewers, however the sewer maps had a total redesign since then.
[media]http://media.moddb.com/images/mods/1/11/10775/phoenix_moddb.png[/media]
2fort
[media]http://media.moddb.com/images/mods/1/11/10775/of2_2fort20002_moddb.png[/media]
for when we were working on opfor2 mp.
it didn't work out, lol.
underground complex back then. we'll remap this area, maybe give it another feel. this was done back in 2009, sadly portal 2 came out and [sp]portal 2 looks a lot like this area.[/sp] so to avoid dissing from the fans, we'll change the atmosphere for [i]this[/i] part.
[media]http://media.moddb.com/images/mods/1/11/10775/of2_caves_01_different0001_moddb.png[/media]
crossfire nuke:
[media]http://www.youtube.com/watch?v=tAwvhZmqp_s&feature=channel_video_title[/media]
for conker's crossfire, also for our shitty mp that never worked out. however the map was released on the demo as a showcase map.
outlands. old ass chapter for the mod that was scrapped:
[media]http://media.moddb.com/images/mods/1/11/10775/of2_outlandspromote0001.png[/media]
[media]http://media.moddb.com/images/mods/1/11/10775/of2_outlands_05_af1_jpe0001_-_copy.png[/media]
[i]lmao.[/i]
well, that's it. i hope you liked this.
i also forgot to mention. i ALSO worked together with Jpe and XBLAH on two pictures on this thread.
These are great! but in the desert images/maps, the grass seems to be outta place with the ground textures, anyway to make your grass has an ambient oclusion (not real time effect)?
sorry if i was wrong, but i don't know much about mapping
[QUOTE=rikimaru6811;29521720]These are great! but in the desert images/maps, the grass seems to be outta place with the ground textures, anyway to make your grass has an ambient oclusion (not real time effect)?
sorry if i was wrong, but i don't know much about mapping[/QUOTE]
yep, they are out of place. we're getting new detail sprites for them.
[editline]30th April 2011[/editline]
also i think we should have a thread specially for these compilations. of course, always post in media tags. that way mappers no one has ever heard of could spread get a chance for more people to see their work.
Great job MenteR. Do you have anything else outside of OF2?
[QUOTE=Eyefunk;29522395]Great job MenteR. Do you have anything else outside of OF2?[/QUOTE]
no, apart from the contest maps, nothing. i'd map together with someone to release gm_ map or something but nobody ever asked me to, so most of my stuff is for OF2.
ok, MenteR which forum code to "Click to view this image"?
Hey MenteR, I'm looking into implementing my shanty town into some published work
if you ever need some huge ass shanty town in the middle of a tried up lake built around old dock parts
I'll be glad to contribute :D
uhm we already have our own detail sprites... and that doesn't look good.
and [media] tags
[editline]30th April 2011[/editline]
[QUOTE=Mkadeshkode;29522550]Hey MenteR, I'm looking into implementing my shanty town into some published work
if you ever need some huge ass shanty town in the middle of a tried up lake built around old dock parts
I'll be glad to contribute :D[/QUOTE]
your shanty town is awesome, you should release an actual map with it. i'll add you on steam, i could help you doing something bigger with it if you want.
[QUOTE=MenteR;29522552]uhm we already have our own detail sprites... and that doesn't look good.
and [media] tags
[/QUOTE]
Thanks
[QUOTE=MenteR;29522552]uhm we already have our own detail sprites... and that doesn't look good.
and [media] tags
[editline]30th April 2011[/editline]
your shanty town is awesome, you should release an actual map with it. i'll add you on steam, i could help you doing something bigger with it if you want.[/QUOTE]
I can see it now. MenteR, epic shanty complex, long name I'm too lazy to spell. That would be epic.
You're a pretty damn good mapper, MenteR
The submarine really reminds me of the boats you'd find laying around in the desert areas of Stalker: CoP
You're very good at this, and I look forward to your mod. :buddy:
(Look, I did actually bookmark the thread, and I did check it out today :v:)
I love that submarine map, but why did you post something so bad, compared to all of this in the mapping comptition?
Go environments. :unsmith:
[QUOTE=Tacooo;29525970]I love that submarine map, but why did you post something so bad, compared to all of this in the mapping comptition?[/QUOTE]
he made it in 4ish hours if im not mistaken?
Such is the debut of this sections first mapping portfolio
[QUOTE=Tacooo;29525970]I love that submarine map, but why did you post something so bad, compared to all of this in the mapping comptition?[/QUOTE]
i had 4 hours to think of a design, make it, and then suddenly someone told me, before i could even finish it, that i was doing it wrong :(
[editline]30th April 2011[/editline]
well, i'll take it out of there.
[QUOTE=Tacooo;29525970]I love that submarine map, but why did you post something so bad, compared to all of this in the mapping comptition?[/QUOTE]
It looks a hell of a lot like the Half Life 2 Beta one from e3_depot
[QUOTE=Chaingunfighter;29531099]It looks a hell of a lot like the Half Life 2 Beta one from e3_depot[/QUOTE]
hahaha, the one from the beta looks nothing like it. you should look at it again to fresh your memory.
[img_thumb]http://images3.wikia.nocookie.net/__cb20100220150859/half-life/en/images/0/0e/Submarine_03.jpg[/img_thumb]
[img_thumb]http://media.moddb.com/images/mods/1/11/10775/SUB.png[/img_thumb]
and i also wasn't based on that. it's like saying a dude made a manhattan map because he was based on another manhattan map. spooboy came up with a teleported submarine idea for a level and i simply made it!
[img]http://filesmelt.com/dl/c_boo0021.jpg[/img]
[img]http://filesmelt.com/dl/c_boo0022.jpg[/img]
[img]http://filesmelt.com/dl/c_boo0024.jpg[/img]
[editline]3rd May 2011[/editline]
working on mkadeishkode (just kode) on a project. it'll be a horror and exploration map, random encounters, etc. don't wanna spoil it. but it's something else than OF2, aand it'll be released for gmod/ep2. in about 2 weeks we'll release actual info and make a thread about it.
[QUOTE=MenteR;29532418]hahaha, the one from the beta looks nothing like it. you should look at it again to fresh your memory.
[/QUOTE]
Oh, yeah, I see now.
[img]http://filesmelt.com/dl/city11.jpg[/img]
[img]http://filesmelt.com/dl/of2_city_040006.jpg[/img]
[img]http://filesmelt.com/dl/of2_city_040001.jpg[/img]
[editline]15th May 2011[/editline]
still gotta add:
-smoke particles coming out of the buildings
-corners for the streets that go to places the player won't be able to see
-envmaps for the windows :|
-3d skybox
then i'll get right on the gameplay since we already got it all sorted out. i already started working on a few gameplay factors like the combine gates and what not, i'll add the rail gun later, which is already being made, just on a separate vmf :P
[QUOTE=MenteR;29834582]then i'll get right on the gameplay since we already got it all sorted out. i already started working on a few gameplay factors like the combine gates and what not, i'll add the rail gun later, which is already being made, just on a separate vmf :P[/QUOTE]
Maybe it's just the way you worded this but it sounds like you are worrying about making the map look good first and gameplay second. Shouldn't it be the opposite?
[QUOTE=Stupideye;29834658]Maybe it's just the way you worded this but it sounds like you are worrying about making the map look good first and gameplay second. Shouldn't it be the opposite?[/QUOTE]
not exactly. i first draw up concepts, ideas and layouts, so i know exactly what will happen on the map. then, i map it. sometimes i leave areas untouched so i can work on the gameplay for them. but as you can see, the map will be huge. this map will be similar to what happens on episode two at the antlion fight area, where hordes of atlion comes and you gotta protect something. except on this part, combine will come and you gotta protect the reactor that's feeding the rail gun there'll be on the map. i know exactly how it's going to work out, and even started adding early gameplay factors to it.
so i go with the flow pretty much. it has worked out all these years, no reason to stop doing so.
[editline]15th May 2011[/editline]
a good example of when i'd do gameplay first is if the map was indoors/a train ride or something.
Cool, makes sense. I never draw my layouts beforehand, I probably should but whenever I try I always deviate from the original so much that it looks nothing like my drawings.
Sorry, you need to Log In to post a reply to this thread.