Hey guys, I haven't posted here in like a year and a half. I was finally cured of my mapper's block syndrome and this is what I came up with.
Here are a couple pictures of how I did my tunnels,
It has a lot of potential, hope to see more pictures & progress!
I would kill to get a metro2033 themed map that's just a massive tunnel network with a few outposts and train depots.
Also should I just smooth out the displacements to make them completely cylindrical and then change the textures from the dirt to something more metallic-like?
No idea where i'm going with this.
always look up as many refs as you can all the time!!
Got some inspiration from Oskutin's work, gonna make something today.
I've made another tunnel I suppose that's wider than my last one.
Not much to show here, but what do you guys think in comparison to my other one?
Also skynet if you don't mind me asking, what lighting settings did you use for your corridor a couple posts above? Is it with color correction?
The light in the left barn doesn't fit in, the same with the lamps above the doorway.
The ambient atmosphere is really great and the general layout seems interesting, but why is there a bright spot near the stair?
Shouldn't the water be frozen.
Yeah after blocking out the map with dev blocks I realized the shape was super similar to the map I did for an old art contest on tf2mappers.net. I'm going to change the textures around and give it an early morning melted look with a lot more mud then snow in combat areas.
[t]http://www.someuploader.com/picture.jpg/png/gif[/t] makes it a clickable thumbnail.
Top link is the standard link.
Second is for html such as titles and other websites.
Third is for most forums, including FP.
Fourth is the same, but clickable.
Sorry Mopman <3
Before taking screenshots, try typing in the console hidehud <#>, as well as turning off the debug monitor. Also, in the second screenshot, the blood stain on the wall looks too random/out of place.
As for the last one, I get the idea it's supposed to be a somewhat ill-maintained ruin. Try adding some actual grass sprites to the grass texture (or if you're feeling a bit creative, try using a variety models). Also try adding some vines hanging down from the top of those walls. It will add detail and stop the walls looking so blocky.
Started work on this years ago, feeling like finishing it finally.
Any ideas for extra rooms? Its supposed to be a facility inside a mined out asteroid (inspired by Gundam Wing and Dead Space mostly...) so I have a fair amount of reference, but I'd like to see what you guys think first before I start pushing stuff out again.
I wanted a Sci-Fi/Mass-Effectish place to pose crap in, so I got a nice texture pack and pooped out this
All the orange lights along the walls are sprites ontop of orange lights put on the texture, I figured that would look smexier than just a flat texture with lights that don't give off any actual light/glow
here's some Mass Effect ported props in it (thanks to cire992 for that)
The floor looks better ingame IMO, I was imagining it to be some sortof rubber-mat floor or however you want to say it in English, fits with the spaceship cabin theme.
I'm probably going to end up expanding the map though, I won't place any props in it if I intend to release it because people in Garry's Mod can just do that on their own (used Garry's Mod 13 for the prop spawning)