sorry for shitty image quality
nvm going to use water_wasteland002a
Currently making a ttt space map. The final name is going to be SPACEtrainSTATION. and yes it is a train station in space.
Abandoned hospital menu screen.
It's so empty and I don't know how to detail it...there's only so much graffiti I can put in there before it becomes repetitive. Any suggestions?
Pipes, vents, Ceiling brushwork struts to break repetition, And maybe even a curved corner if possible.
working on a house...
Doesn't really have to be vertical, could have done from wall to wall like in my hallway screenshot, also should change the ceiling texture to have less white. Add stains, and maybe even a haze from particles.
Lighting and skybox just picked out of the hl2 skylist. Using hl2, not CSS. No real lighting work done. However, with whatever's left would love some C&C.
Sorry it's not CS:GO
Also side walks don't go through the middle of streets like that
looks like a "bottom" texture is being used as a continuation of the one below it, looks bad imo
of course other than that I like it
Since I just posted a screen of it in the Question Megathread, I figured I'd post one here as well. I just was inspired to do this, and spent the past few days making all the textures as accurately as I could. There's still a lot to be done, as there's no other detail than the buildings, but for now, the layout is all I'm concerned about.
It's a small section, and there's a lot of the map that isn't seen, and there's still texture alignment that needs to be done, as seen in the far far right of the screenshot. Anyone here know what this is supposed to be? I'm actually surprised with the amount I did in only about 4 days...
would be really neat if there was a brush ent that would crate fog inside it instead of having it omni-present.
like a func_fog or something.
also a func_light that would give a steady ambience lighting in its volume and any brush faces it touches.
think how doom 1's and 2's lighting works.
In any case, added a barrel fire (any ideas that would make more sense for light?) Abandoned houses don't have electricity, I can't just throw one in there. I mean, I suppose I could, but I would rather be interesting with it.
Roughed up the walls a bit, changed the stupid door. The other side of the wall immediately left of the doorway is all func_physboxes and they can be broken and moved to see through the wall. It's pointless, but it's neat.
Sometimes its not wise to set a barrel on fire in an all wooden house.
Going to be sunny weather instead of night :)
Added some more stuff.
Anybody know how to make the cliff models not block light?
just threw this together, i'm making it in parts so i can simply drag and drop a map together
does anyone have a link to the white and yellow space textures? i could really use them for the map
(sorry about the blur)