Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 12:57 pm
Alright then, I'll try it out.
ШЛЫК
Posts : 59 Age : 34 Location : Russia Join date : 2010-04-10
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 1:04 pm
In first HL2 trailer the citadel is just a texture in 3d skybox
TheNewCity
Posts : 3020 Location : IN HEEEEEEEELL Join date : 2009-10-10
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 1:43 pm
ШЛЫК wrote:
In first HL2 trailer the citadel is just a texture in 3d skybox
Really? :O
Your leak knowledge is amazing!
TheNewCity
Posts : 3020 Location : IN HEEEEEEEELL Join date : 2009-10-10
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 1:45 pm
Here is mainly what I meant:
Nivek
Posts : 173 Join date : 2010-09-17
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 3:00 pm
It looks weird (lighting and look-wise)
Evil Genius
Posts : 51 Age : 32 Location : Romania Join date : 2010-07-08
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 4:35 pm
Looks like caca
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Mon Oct 11, 2010 5:58 pm
Evil Genius wrote:
Looks like caca
I'm not the nigger.
Anyway, TNC, just send me that model and I'll see what I can do.
TheNewCity
Posts : 3020 Location : IN HEEEEEEEELL Join date : 2009-10-10
Subject: Re: The Dude's e3_terminal (and other works) Tue Oct 12, 2010 3:10 am
Kinda given up on this idea (don't know what I saw in the first place), but sure, I'll try to dig that retail model, so you can give it a little test run.
Subject: Re: The Dude's e3_terminal (and other works) Tue Oct 12, 2010 1:19 pm
I came. And shat super bricks.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Sun Oct 17, 2010 6:10 pm
Got tired of working on e3_terminal, so here's some d2_prison_01.
Special thanks to Doomlord for helping me out with a certain brush problem. Without him, this map would not be possible.
You can't tell, but the light actually flickers
As does this one
This one was missing lights, but I already fixed that.
I replaced a good number of regular barrels with explosive ones, and added a gasoline stream overlay and puddle decal to make both trucks seem like they're leaking fuel.
I replaced the previous overhead light model with another one. I also attached the monitor and keyboard models to the system block and now I'm working on making the ropes breakable.
DECALS, DECALS EVERYWHERE
Close-up of the gasoline stream
More explosive barrels
Interior of a dumpster, so one can get out if trapped.
This is my favorite part so far. FYI, I fixed that decal on the left.
Added 2 blood decals to coincide with the obligatory dead soldier.
More decals and barrels.
Already fixed the env_sprites, don't worry.
Enjoy.
Sergeant Stacker
Posts : 631 Age : 124 Location : Kraken Base Join date : 2009-11-12
Subject: Re: The Dude's e3_terminal (and other works) Wed Oct 20, 2010 5:34 pm
The Dude wrote:
"The true citizen knows that duty is the greatest gift." "The true citizen appreciates the comfort of City 17, but uses discretion" "The true citizen's job is the opposite of slavery." "The true citizen conserves valuable oxygen."
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Wed Oct 20, 2010 6:32 pm
Yep.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Wed Oct 20, 2010 9:39 pm
On a somewhat related note, I'm offering a 4th option for the song to be used in e3_terminal. Here it is:
TheCaptain943 I'm the Captain. End of story
Posts : 856 Age : 32 Location : Germany Join date : 2010-07-14
Subject: Re: The Dude's e3_terminal (and other works) Thu Oct 21, 2010 5:50 am
that vid scares the shit outta me. GJ on the citizens btw.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Thu Oct 21, 2010 3:52 pm
That's Kol-Belov for you.
And ty.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Fri Oct 22, 2010 1:40 pm
Have a little verbal update for the prison map.
-Extremely near finishing the computer, keyboard, and system block objects in the room; I managed to figure out how to change the monitor's skin after being disconnected from the system block, just need to know how to actually disconnect it now, lol.
-Working on adding more detail still. Some things to expect: Lights for all towers and rooms, more models, maybe a few more brushes, headlights for the vehicles within the map, new weapons, etc.
-Added an APC (model in C17 and e3_seafloor, not the leak model or brush), brush trusses, and the doorway from d1_fabrication where the Combine APC goes.
-More collapsible objects will be added soon.
And my favorite part
-You know those doors that you saw in the original map that never went anywhere? You can forget that about that, because I'm opening them and adding more life to it to make the gameplay in the map more wholesome and enjoyable.
Lots to come, expect it.
TheNewCity
Posts : 3020 Location : IN HEEEEEEEELL Join date : 2009-10-10
Subject: Re: The Dude's e3_terminal (and other works) Fri Oct 22, 2010 4:07 pm
The Dude wrote:
-Added an APC (model in C17 and e3_seafloor, not the leak model or brush), brush trusses, and the doorway from d1_fabrication where the Combine APC goes.
As in the BRDM-2/V-100 military-looking APC?
Very interesting choice.
Looking forward to seeing it in action.
Overall, sounds promising.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Fri Oct 22, 2010 4:24 pm
I don't know which specific APC it is based off of. I'm using the one that's not the brush, that's not the brush converted to a model, and that's not the Combine one that shoots missles in Retail. It's not going to be attacking you, or at least not at this point of development. For now, I'm just using it to enhance detail, but I'm open to suggestions.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Sun Oct 24, 2010 3:29 pm
Think about it, what Prison Yard is complete without speakers? I've also perfected the computer-monitor/keyboard setup in the first control room. I've also begun to add specific details for a more wholesome experience, e.g. the dead Citizen and Combine Soldier in the tunnel, a few more models, etc. I have also opened the first door in the map; it's supposed to be an excecution room, with a turret and some grenades in order to taunt the victim into thinking he has a chance, just to taunt the victim before his or her untimely death. The next two rooms will be a surgery rooms and torture/interrogation rooms. The latter will have a gas chamber and an area similar to the backdoor one in the map hazard01. More detail is of course a given.
Enjoy.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Sat Oct 30, 2010 4:22 pm
Going back to e3_terminal now. This is the point of development where I redefine the map and make it look much more interesting than before.
Consul Statue, Consul texture, Flickering lights, new sign from the Industrial sector, new posts connecting the ropes, etc.
The skybox is not final. I'm open to suggestions, so if it seems there's anything wrong with it, let me know.
Self-explanatory, really; just a stain decal to demonstrate the Industrial runoff.
Vorticell; I made it look like the vortigaunt is drowning in the fluid. I may add ropes, if anyone wants me to.
Things not pictured: Flickering light towards marching area.
As you can see, the map has undergone a very large overhaul, and it will continue to do so until I am satisfied with it.
Also, here is another option for what song to play in this map:
At this point, I would have to say the map is about 1/6 through development. There's still more to come, however, so prepare yourselves, give feedback, and enjoy.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Sun Oct 31, 2010 7:06 pm
I'll make the windows self-illuminating later.
Inquisitor Doomlord Inquisitor of the Ordo Malleus
Posts : 4068 Age : 32 Location : On the battlefield. Join date : 2009-09-26
Subject: Re: The Dude's e3_terminal (and other works) Mon Nov 01, 2010 3:07 am
awesome stuff mate
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Tue Nov 02, 2010 2:55 pm
Thanks, appreciate it.
I was already planning on getting rid of the composite textures anyway and replacing them with higher-quality ones.
The Dude The Sexiest Porn-man Since Ron Jeremy
Posts : 342 Age : 135 Location : Matrix Join date : 2009-09-28
Subject: Re: The Dude's e3_terminal (and other works) Sat Nov 27, 2010 9:18 pm
After almost 2 fortnights, I'm back in the mapping scheme. Sorry I wasn't able to post for so long; my graphics card was messed up to the point where mapping or running any game made after 1999 would make it crash. Weird issue, but it's all fixed now, don't worry.
Basically, I'm adding more things to e3_terminal that resemble its appearance in some of the pre-release screenshots, such as different signs, the Combine Watchtower(s), etc. Recently, I've resumed development on the 39 building above the tunnel, among other former composite textured brushes. However, I wasn't able to compile it because it would seem too awkward in-game, not to mention it's unfinished, so it would be completely unnecessary anyway. So here's a Hammer screenshot instead:
P.S. I only removed the big pipes so one could see the smaller pipes more clearly; they'll still exist in the final version.
I've had some trouble with the pipes, so I had to edit some of the models and rename them. Because of this, I've decided that I would pakrat as much content as I can in order to prevent checkerboards, error models, etc.
Fun fact: I'm also going to implement the original rtb trainstation; the one that overwiki says is made on a modified version of the stenographer's chasm. There will also be more sequences, models, textures, brushes, etc.