The Never to be Finished Map Pimpage Thread!

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Re: The Never to be Finished Map Pimpage Thread!

Postby Epifire on Wed Sep 28, 2011 5:50 pm

Well this is a old idea that never went anywhere because I was to new to Source at the time to know how to really build some thing to run as a mod. Never the less I may take it up again some day, when I can also add some other custom assets that were needed to continue this mod. It was supposed to be a side mission in the HL 2 storyline about two to three weeks before Gordon Freeman makes his comes back in HL 2.

This was the first map, purely designed as an introduction, as the player rides through a cart to the old factory. I only got as far as the loading bay, and then I was going to have a map transition. That is where I stopped.


Looking back at the starting room...
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This is when I was learning displacements too (seen in the hillside).
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Other pics, when nearing the factory building...
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Image

Inside the loading bay...
Image

You can see I relied on darkness, but it also made it lack detail in some cases. There are also some other things noted like, some missing buildings that needed to be off in the distance and so on. Thats it for now, and some day when I can refine my skills this may present itself once again.
Image
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Re: The Never to be Finished Map Pimpage Thread!

Postby Dman on Fri Nov 04, 2011 10:00 pm

I've quite a few maps that never really got anywhere but two stand out.

1 was a sort of standalone level that didn't get past the inital area

Image

Image

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two linked due to larger size

http://imageshack.us/photo/my-images/824/hammerimage2.png/

http://imageshack.us/photo/my-images/854/hammerimage.png/

whilst the other was a flatgrass sized gmod map designed for boats planes and ground vehicles. Got further, but due to sloppy work on the cliffs poor optimisation and too much dead space I decided to stop.

Image

Image

Image

as well as it having a ring of buttons that once started pressed each other indefinetly.

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Re: The Never to be Finished Map Pimpage Thread!

Postby radu_iceman on Thu Dec 22, 2011 11:41 am

Image
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Re: The Never to be Finished Map Pimpage Thread!

Postby Zecrah on Thu Dec 22, 2011 3:01 pm

D: !
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Wtf.


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Re: The Never to be Finished Map Pimpage Thread!

Postby PhoeniX1992 on Thu Dec 22, 2011 3:30 pm

radu_iceman wrote:Image


How did you get those textures to cast those beautiful shadows? I can't get TextureShadows to work unless they're models or I copy the non-translucent parts with blocklight brushes...
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Thu Dec 22, 2011 4:18 pm

PhoeniX1992 wrote:
radu_iceman wrote:Image


How did you get those textures to cast those beautiful shadows? I can't get TextureShadows to work unless they're models or I copy the non-translucent parts with blocklight brushes...


That's projected shadow, not lightmapped one. As you can see, there are accurate shadows on railings too, which are props (and everyone knows that the shadows VRAD produces on props/models are something not that nice).
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Re: The Never to be Finished Map Pimpage Thread!

Postby Gary on Thu Dec 22, 2011 8:01 pm

They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.
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Re: The Never to be Finished Map Pimpage Thread!

Postby Armageddon on Thu Dec 22, 2011 8:24 pm

I'm guessing he's using blocklight to do it, I'd like to know how he got the lighting on the model, maybe it's just vertex lit.
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Thu Dec 22, 2011 8:42 pm

Gary wrote:They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.


New cascaded system we made, with the portal 2 filter.
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Thu Dec 22, 2011 8:46 pm

Gary wrote:They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.


Take a look at the top trim where shadow is cast a little. I saw there some of that shitty grainy-edge thing Source does with projected shadows, which is not happening when it's lightmapped. Really, it's obvious. If not, then it's broken lightmap shadows.. which I doubt.

Also, fading: http://steamcommunity.com/id/bluecheeta ... 793800710/?
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Re: The Never to be Finished Map Pimpage Thread!

Postby source-maps on Thu Dec 22, 2011 10:42 pm

Armageddon wrote:I'm guessing he's using blocklight to do it


this

is very unlikely
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Re: The Never to be Finished Map Pimpage Thread!

Postby Armageddon on Thu Dec 22, 2011 11:51 pm

Yeah, but it still looked like it was lightmapped, I wish I could get my hands on those cascaded shadows now. :)
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Fri Dec 23, 2011 12:25 am

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Re: The Never to be Finished Map Pimpage Thread!

Postby joe_rogers_11155 on Fri Dec 23, 2011 1:00 am

MrTwoVideoCards wrote:https://developer.valvesoftware.com/wiki/SDK_Skeleton

Can you explain what this is in more detail, please?
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Re: The Never to be Finished Map Pimpage Thread!

Postby MrTwoVideoCards on Fri Dec 23, 2011 3:25 am

It says it all right there on the page!
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