66 Results
looks pretty cool... not baad
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[QUOTE=demoguy08;12625796]Just name it t-man's sandbox builder mod or something[/QUOTE] one problem, it sounds shit good day [editline]06:55PM[/editline] [QUOTE=Bulaba0;12639479]He has a point. I'm not sure how you would [I]legally[/I] port the source engine.[/QUOTE] ...
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Damn, I really like the brushwork. Looks good if you ask me :)
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Make a suburban neighborhood street or something. That would be nice
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I hope your house is big...thats all I can say
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[QUOTE=Red Heavy;16755232]And there's no Skybox, I know it's from Hammer. I don't know about everybody else, but when I'm mapping, even for simple geometry, I often compile just to look around and make sure it looks nice, so I usually have a skybox very early on.[/QUOTE] Ho...
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[QUOTE=nagachief;17479929]Never ever, ever use the clipping tool. Chances are you can make it better without the clipping tool. Plus, clipping tool has a bad habit of making terrible brushes (and microbrushes) on non-square shapes.[/QUOTE] Your wrong there. Clipping is fine...
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[QUOTE=Teh Fishy Mouth;17338109]Its cool and u must be some kind of mapping god if this is your first! can I use it for my lego pack?[/QUOTE] Yeah, go ahead :D
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[QUOTE=hexpunK;17430317]It can be considered an art. Especially when compared to some of the shit people claim is art.[/QUOTE] like Picasso.....
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[QUOTE=Pharaohseven;17276838]Hello! How is everyone today? Good? Good![/QUOTE] Lol'd at that
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VMEX ppl
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So your skybox brushes all have the toolsskybox texture?
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[QUOTE=hgncommand;17178192]use env_waterdrip[/QUOTE] buddy, if your going to post something like that, make it helpful, ok?
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please, PLEASE change the textures, brushes are good but the textures.... URGH :(((((
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look, not being rude, but this seems extremely dull not altogether helpful. It's just really common sense as everyone above has stated, not to get your account hacked and what not. But thats just my opinion :D
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great looking map dude! really good so far
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Yes. yes you should
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[QUOTE=Dj-J3;17154222]You have a leak in you are map How does that even make sence :9[/QUOTE] SENSE idiot [highlight](User was banned for this post ("Rule #5" - Terrenteller))[/highlight]
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Hey. I recently downloaded mdldecompiler.exe to reskin models without replacing them and have put the executable in C:\Program Files\Steam\steamapps\***\sourcesdk\bin but every time I try to run it I get the following error; "The procedure entry point Q_AppendSlash could no...
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MDL Decompiler doesn't work!
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Do what Lord Ned says... Always
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[quote=taconinja;17137281]and, the zombie replacement, the way it walks, he looks like a mentally retarded kid that goes to my school...[/quote] ahhhhhhhh
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[QUOTE=TacoNinja;17136591]wait, the zombie replacement?[/QUOTE] yeah
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[QUOTE=Zambies!;17133684]Don't take my whole word though. I'll see if I can help. Where is this totally bad ass zombie?[/QUOTE] its called the fleshpound and I got it off garrysmod.org
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[QUOTE=Zambies!;17133547]You have to edit the lua sorry mate.[/QUOTE] Alright :( Thanks for your help
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Hi all I have recently downloaded a HARDCORE zombie model which looks really STRONG and HARDCORE. And I was wondering if I could somehow increase the damage he deals or his health. If its even possible, please help.
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How do I make npcs stronger than they are originally
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[QUOTE=Miigga;17077794]I think that's a bit too vague. :raise:[/QUOTE] What don't you get? What he means is that if you are making a 3d Skybox it does not have to fit within the 512x512x512 limitation
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[QUOTE=SylverSun;17055330]Har har har. Nice work, lego maps always look great when pulled off right.[/QUOTE] Thank you very much :D [editline]04:38PM[/editline] [QUOTE=-chu-;17055765]File not found[/QUOTE] Yeah, I had the wrong link sorry. Got the right one now :D
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[QUOTE=NotMeh;17044811]The 2D skybox makes it look like the whole map is hovering in the air. Atleast make something some fog on the bottom of the skybox[/QUOTE] Yeah, I was thinking about it but I felt that it would be better to have a Lego map just there (if you know w...
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[QUOTE=Dosycool;17043470]Fun as hell to play on deathmatch, Awesome for your first map![/QUOTE] Hey thanks Dosycool :D I appreciate it
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dm_legoworld
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This is a map I have been working on for about a week. It has fully custom Lego textures (I did not make them) and lots of ramps and cover to hide behind. It has a custom soundscape and is very fun to play Deathmatch on. The textures have been pakratted into the BSP file so th...
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Please remove... Wrong section
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dm_legoworld
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[QUOTE=Myersguy;16169963]The character art looks NOTHING like you. Just thought you should know.[/QUOTE] Still cool art though :D [editline]06:24PM[/editline] [QUOTE=SnakeFace;16260161]Why are you modelling yourself then? Or indeed anything remotely resembling you?[/QU...
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[QUOTE=robmaister12;17039686]$envmap makes it a shiny texture. If you want to do that, get crazybump and add normals to the texture as well. A stripped down and basic vmt for just one vtf file, without surface properties or anything: [code] "LightmappedGeneric" { "...
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The one thing that really lets this map down are those front stairs. You have GOT to change them. Anything suggested above would do, just get rid of the current ones man!
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To me, it looks great as is, where is. Props for you :D
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I really like it and will definitely be downloading this as soon as I can!
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You can't use jpeg pictures for a texture. They MUST be converted from a .tga file into a vtf using VTEdit. And the size of the image must be to the power of 2 (512x512) Once that is done make a new document in notepad and enter LightmappedGeneric { $basetexture mytextures\<...
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I really like the idea of having a FEAR themed map in source. Like, I mean a full map.
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You REALLY need to work on the textures and fix the evil blockiness of the building. Also, fix the lighting, its a bit dull
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Like the architecture, but I think you need to use more vibrant textures or utilize the lighting to give them that extra WOW factor
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This is a nice map, I like the theme of it and I like the warm lighting, it might not go astray to put a few more in actually. For me, personally, I like the architecture.
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Really like the custom textures and the shiny tile. That said, I still think its a bit blocky, fix that
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The castle itself looks as if it's going to be a real success. But the landscape leaves something to be desired. Its very barren and could definitely use more trees, rivers, rocks and the like.
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You are going to have your work cut out for you, this is quite an ambitious project to undertake on. Props for trying though, I shall wait to see how it all ends up.
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Love the looks of them. City 8 is genius although I may endeavor to add that it could use some more details, make it come alive, no?
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You need to work on your mapping skill a little bit more first I think. Looks blocky and the lighting needs a serious makeover. However, I give you the best of luck and hope it comes out smoothly
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Looks brilliant, for the most part at least, not sure about the tile flooring texture, looks a bit out of place and ugly to me. Love the wood, love the forest style setting. But maybe you could tweak the shape of the pool to be a tad more interesting?
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Has it been configured properly?
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I am personally very fond of DEV textures so I give you props for that, but I find that this map is still a little bland for my liking, add a few more details, add some light_spot entities. This has quite a bit of potential. Cheers
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Artist meets Hammer = AWSOMENESS
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Honestly, why would you put up a blocky fullbright piece of shit on Facepunch anyway? If you know its bad, don't upload it and it's as simple as that. Next?
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First off make sure it is fully out of the ground and not colliding with anything. If it still doesn't work try a prop_dynamic
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Looks great, maybe a bit empty, but it works. 1 arty for you
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Looks brilliant so far. Get it done!
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Might I recommend you to somebody? Find Dosycool and send him a message. He's very good at this sort of thing :D
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Lol, no probs
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I got one with everything set on normal 9/ - func_button: UTIL_SetModel: not precached:
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[QUOTE=SylverSun;17035037]Make your brush, right click on it and click "tie to entity", then turn it into a trigger_hurt. From there you can also set the DPS, damage type and other things like that. EDIT: As for multiple lights, make sure you either name them all the same, ...
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For question 3 I think you would be better of making a block with the trigger texture in the shape of a rectangle, press Ctrl+T and change it to a trigger_hurt, edit the settings for how much damage you want it to do .etc [editline]11:11AM[/editline] [QUOTE=laharlsblade;1703...
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To make a button first make a brush where you want your button to be. Press Ctrl+T and change it into a func_button and press apply, go to its outputs section and select "OnPressed" <The name of your light e.g. Light1> "Toggle" Apply Now when you press this button the light s...
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Looks nice, just needs more detail in the rooms, their a bit barren at the moment. Also, you might want to reduce the lightmap scale by just a little bit, make the shadows a bit sharper. Apart from that though you have done an admirable job.
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A bit more work on the lighting and some of the textures would do wonders for this map. Overall, however, its a nice looking piece of work.
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