
And It's Mine.., Mine.., And Only
#6670 posted by
madfox on 2010/05/18 06:41:36

Started Something
#6672 posted by
ProdigyXL on 2010/05/29 11:07:37
http://wstaw.org/w/5W0/
Granted it's not even a wall and a whole ceiling, but first map I've started outside of work in years.

No.
#6673 posted by
Shambler on 2010/05/29 12:55:02
...bricks on beams.
Other than that, cool, welcome back.
#6674 posted by
Trinca on 2010/05/29 15:01:11
:( is not Quake :|
delete and start a Q1 map!

Heh
#6675 posted by
DaZ on 2010/05/29 16:17:38
Its got that ProdigyXL style already =)

Whoa
#6677 posted by
- on 2010/05/29 20:43:03
a wall and ceiling surrounded by blackness. truly an awe inspiring map.

Haha
#6678 posted by
necros on 2010/05/30 00:18:11
well, it's a nice section of wall that could eventually be really cool. but yeah, needs more before i can really comment on anything.

A Night And A Day
#6679 posted by
meTch on 2010/06/05 22:32:56
http://qrf.mine.nu/~metch/pngs/gore2.jpg
can you guess the inspiration for this?
hint: its an album cover
#6680 posted by negke on 2010/06/06 14:53:40
What's great about mapping is that it always works best when one should be doing more important things.
http://negke.quaddicted.com/images/fitz0000.jpg

Interesting...
#6681 posted by
generic on 2010/06/06 16:19:07
architecturally. Not so certain, texturally. Better make it nice and dark but with good, glowy lava :-)
#6682 posted by
Spirit on 2010/06/06 18:14:33
Terrible lighting, makes it hard to see any structure in that mess!
Rusted metal with metal/concrete (I never thought of those as metal to be honest) on the other face looks weird to me.

!
#6683 posted by
necros on 2010/06/06 20:04:31
you and your amazing off-axis mappery! i always shy away from that because it makes creating brushwork many times harder, but the results are always amazing.
#6684 posted by negke on 2010/06/07 12:40:43
From now on all my maps are going to be fullbright. This way at least I don't have to worry about Spirit posting black screenshots!
Off-axis brushwork isn't so difficult to do - well, at 45� anyway. Though I must admit Gtkr's brush validation can make fixing the brushes a real pain in the ass. And for complex constructions, like spirals or rocks (basically anything trisoup), I might just switch back to Quest. :P

My Motto
#6685 posted by negke on 2010/06/07 12:49:50
"I am the wizmet king, I can map anything." - The Func_Doors

LOLLLLL This Complain Is Mine...
#6686 posted by
Trinca on 2010/06/07 13:10:48
"This way at least I don't have to worry about Spirit posting black screenshots!"
:(

Not Sold
#6687 posted by
nitin on 2010/06/07 13:14:49
on the texturing, but I will take that brushwork.
#6688 posted by
Trinca on 2010/06/07 15:15:52
Ijed and Negke are you guys up for some beta?

L4D2 Shots...
#6689 posted by
JneeraZ on 2010/06/07 22:12:00
I've been tinkering with L4D2 mapping for about a week now and I think I've got a good grip on Hammer now. I'm working on a small survival level to get my feet wet and while I don't think this will actually reach a complete state, it's been great fun working on it. The idea here is that the battleground is an old bus terminal (which itself was converted from an old barn). It's got a restaurant upstairs, places to wait for buses, and the usual amenities. Not sure what to do with the parking lot area yet - I was thinking of turning it into a military stand off type thing. Lots of bodies, gore, etc.
This level is a VIS terror, I know. That's why I don't think it'll actually become a real release - but it's fun to tinker with!
http://www.wantonhubris.com/L4D2_Shots/shot1.jpg
http://www.wantonhubris.com/L4D2_Shots/shot2.jpg
http://www.wantonhubris.com/L4D2_Shots/shot3.jpg
http://www.wantonhubris.com/L4D2_Shots/shot4.jpg

Well
#6690 posted by
Zwiffle on 2010/06/07 23:47:16
There are a lot of things you can do to cut down on Vis time, such as func_details and hint brushes and whatnot. There's a lot of things you can do to optimize and give Vis a nudge in the right direction.
#6691 posted by
JneeraZ on 2010/06/07 23:49:40
Yeah, I know, I've just not really paid attention for this map. It's my learning phase, you know. I think VIS won't be the problem but it might be chuggy to play since the building is full of holes...

It's Nice To See That Those Chairs Are Being Well Kept
#6692 posted by
meTch on 2010/06/08 02:09:45
can't say much for that bathroom though
#6693 posted by
JneeraZ on 2010/06/08 02:15:51
Haha, well, the idea was that I was going to build the place basically in the state that they would have left it - and then fuck it up some to represent the zombie situation.
It's not working out that way as I'm doing bits of destruction here and there as the whim hits me. The bathroom was the first casualty.