oc_woa (most likely dev name)

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Marajin
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oc_woa (most likely dev name)

Post by Marajin »

Ahoy,

first off a few words to my person, i am Marajin and i have been lurking this mod and this forum for quite a while now, and now finally started working on a " real " map project (i have been mapping for years now and only released 1 or 2 Garrysmod maps for now...) apart from this map i have folders full of " map carcasses " some of them for oc, i maybe post some screenshots of some of them later if you like them i could maybe revive one or two of them...

so, now to my current map project:
oc_woa (i don't know about the name, just saved the .vmf under this name...)
it's an abstract theme standard linear co-op fighting map for now but i plan on adding some co-op puzzles and stuff...
so here are some screenshots of what i have for now.
(roughly 2 days of work.)

ImageImageImageImage
ImageImageImageImage
ImageImageImageImage
ImageImageImage
(the rainbow texture you see in most of the picture scrolls, and in some places it will be replaced by another scrolling texture.)

little test update on animated textures:
Image

so that's it for now, if you have any name suggestions please let me know.
Last edited by Marajin on Thu Aug 20, 2009 5:04 am, edited 2 times in total.
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Marajin
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Post by Marajin »

also,
my cubemaps don't seem to work, anyone else experiencing this?
(yes i know how they work and i worked with them before.)
fug4life
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Post by fug4life »

Try compiling in just LDR and not HDR and then try buildcubemaps just for LDR.
The last two maps I had I think I built in LDR because I was struggling to get HDR to build them.

I thought it was just me as I think others have had no troubles
(though I never had trouble before version 1.3 with this).

A stab in the dark don't suppose you have an ATI card? Its just I'm one of the few who makes maps around here using one.

Edit: Lol forgot to comment, so yeah your map looks pretty awesome so far, welcome to Obsidian mapping, its always good to see more mappers trying the mod out and seeing its potential.
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Marajin
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Post by Marajin »

hm...
im not using hdr for now, and someone told me he had the same problem mapping for Greenland, so maybe its the whole sdk or making custom sdk settings that messes the cubemaps up... not very likely but... meh.

also yes im not using a ATI card.
and thanks for the comment :D
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Post by Vaun »

I like the looks of this, reminds me a tiny bit of that mansion map from "The Specialists" (a HL1 mod). It seems like some sort of interdimensional mansion/gallery. some parts look like they could be one of those optical illusions that appears to have depth but really just terminates in a small point or something... actually that could be used as some sort of device (such as while walking into this illusion, it deposits you through a false back or floor into an area that looks/is completely different.
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Post by RocketRunner »

Looks weird and cool.
Put some weird stuff in it and keep the rainbow textures.
Make it like that weird CS:S map "Zuhhhhhh".
I usually run from rockets.
Pretty straightforward.
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Marajin
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Post by Marajin »

i had those in mind, Zuhhh and yeayuhhh by Nipper are pretty awesome.
but i'll need to make some custom textures (more like recolors of standard textures, like tiles with strange colors and stuff)

also @ Vaun, i played the specialists a while back and its one of my favorite hl1 mods, whats the name of the map you refer to?
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Marajin
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Post by Marajin »

here's a little test for my new flashy textures:
Image
fug4life
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Post by fug4life »

LOL, it almost looks as if its an env_shake. I'm liking the rainbow road colour schemes.

Edit: Also I dont know what you know so I'll just say, sometimes it can be fun to change the render colour and mode and fx of npc's. I've had a flickering bright green half transparent garg b4.
'I would probably smarten up before you meet Violet'.
'She has zero tolerance for idiots'.

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