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Live!
05-17-2007, 01:34 PM
My Source Work

Why hello there!
If you've come to brag and boast about your maps and your levels, then good news!, you've come to the right place!

Rules

Please do not critisize other people's works, we all make mistakes, and we all learn from them.
If you have modified somebody else's work, be sure to specify the original creator, in order for us to not have any misunderstandings.
Do not spam, troll, or use offensive slang. Simple as that.
If you have completed the map you're showing off, please be sure to add it to the Subforum named "Maps" under the Source engine games.
Most, importantly, have fun!


We are here to have fun, and communicate with other mappers. This thread is a great way to improve your concept and design of the maps. So make sure to listen to any advice given!
Over and Out ;)

Geowil
05-17-2007, 06:56 PM
well, i guess ill show off my graveyard lol. its a wip so it isnt finished yet so theres grass stick up in weird places and such lol.

http://i15.photobucket.com/albums/a367/Geowil/graveyard0000.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0001.jpg
http://i15.photobucket.com/albums/a367/Geowil/graveyard0002.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0005.jpg


edit:

decided to just image tag the pics, xD, daker background on here suits it better then the white one on PB.

Latrosicarius
05-18-2007, 08:08 AM
Nice map Geowil, did you model those statues/graves yourself?

Here's one of mine. Using VeryAngryBeaver's skybox. It's what I imagine a realistic moonbase or space station catwalk/hallway could be like. PM me if you want the map.

http://img521.imageshack.us/img521/4174/11731547481318ft23783mouz0.th.jpg (http://img521.imageshack.us/my.php?image=11731547481318ft23783mouz0.jpg)
http://img113.imageshack.us/img113/6783/moonbasetube10002xu3.th.jpg (http://img113.imageshack.us/my.php?image=moonbasetube10002xu3.jpg)
http://img138.imageshack.us/img138/7180/moonbasetube10001gs5.th.jpg (http://img138.imageshack.us/my.php?image=moonbasetube10001gs5.jpg)
http://img354.imageshack.us/img354/3228/moonbasetube10000cg6.th.jpg (http://img354.imageshack.us/my.php?image=moonbasetube10000cg6.jpg)

FrostbiteX
05-18-2007, 02:15 PM
http://dragonsden.bulletpain.com/personal/de_vegas_sauce0154.jpg
probably gonna remap the entire map after a real casino, Like Jed (Wunderboy) said.
Still W.I.P...

vcool
05-18-2007, 05:03 PM
wow since when are IMG tags are working...

On the other hand, I have a DoD map planned, but I am too lazy to start :/

Ill finish it some day...

EIDT: nvm I get why they are working :D

Jacc0s
05-18-2007, 06:18 PM
http://dragonsden.bulletpain.com/personal/de_vegas_sauce0154.jpg
probably gonna remap the entire map after a real casino, Like Jed (Wunderboy) said.
Still W.I.P...

Nice can you post some more of that map?

FrostbiteX
05-18-2007, 07:09 PM
Nice can you post some more of that map?

Not atm, sorry.

Kev_Boy
05-20-2007, 10:43 AM
CS_Fawlty_Towers (http://www.fpsbanana.com/screens?img=http://image.hazardstrip.com/ss/maps/14167a.jpg)
The Ship Fawlty Towers (http://www.fpsbanana.com/screens?img=http://image.hazardstrip.com/ss/maps/27931.jpg)
DE_Cemetery Stairwell (http://www.fpsbanana.com/screens?img=http://image.hazardstrip.com/ss/maps/36357.jpg)
DE_Human Layout (http://www.fpsbanana.com/screens?img=http://image.hazardstrip.com/ss/maps/36365.jpg)

:cool:

Note: Those are FPSBanana links. He posted them 2007 too.

cinnamon whirl
05-20-2007, 10:44 AM
Couple of SP maps I can't seem to finish: :( Oh well, one day......

Train Station:

http://img527.imageshack.us/img527/614/trainstation4nw9.th.jpg (http://img527.imageshack.us/my.php?image=trainstation4nw9.jpg) http://img440.imageshack.us/img440/7426/trainstation3if9.th.jpg (http://img440.imageshack.us/my.php?image=trainstation3if9.jpg)

Pit:

http://img440.imageshack.us/img440/5766/pit1xk2.th.jpg (http://img440.imageshack.us/my.php?image=pit1xk2.jpg)

happy_barnacle
05-20-2007, 04:38 PM
I WANT TO PLAY DE_HUMAN

predulus
05-20-2007, 07:39 PM
Couple of SP maps I can't seem to finish: :( Oh well, one day......

Train Station:

http://img527.imageshack.us/img527/614/trainstation4nw9.th.jpg (http://img527.imageshack.us/my.php?image=trainstation4nw9.jpg) http://img440.imageshack.us/img440/7426/trainstation3if9.th.jpg (http://img440.imageshack.us/my.php?image=trainstation3if9.jpg)

Pit:

http://img440.imageshack.us/img440/5766/pit1xk2.th.jpg (http://img440.imageshack.us/my.php?image=pit1xk2.jpg)Look quite nice. A suggestion if I may. On the trainstation one, on the pedestrian bridge over the tracks, at the place where the bridge changes from an arc (over the tracks) to a more square shape (over the platform), you could really really do with some pylons to hold the thing up. If you don't have them, it detracts from the realness of the experience.

Also, the lighting seems a bit ordinary - not enough dark shadows, particularly on that bridge. It kind of looks very stark, and obviously artificial, whereas much of the rest of that map looks nice from the screenie. I'd suggest, if you can't get some more nice shadow on things (or even if you can), changing the texture on that bridge to something a little dirtier, more worn, older.

My 2c worth.

p.s. On second look, part of the problem is those arches - they are too flat-looking IMO, and need some ridging or extrusion in the direction of the camera.

Latrosicarius
05-20-2007, 09:13 PM
cinnamon whirl, that train station looks awesome, but what is that pit with all the stuff in it?

Kev_Boy, your maps look really nice, but one thing I would suggest is rotating the textures on the spiral stairs on your Cemetery map. I made a similar stairway before, here check this pic out:

http://img513.imageshack.us/img513/4186/glassfloorrevolution000kg7.th.jpg (http://img513.imageshack.us/my.php?image=glassfloorrevolution000kg7.jpg)
http://img184.imageshack.us/img184/3298/glassfloorrevolution000ok6.th.jpg (http://img184.imageshack.us/my.php?image=glassfloorrevolution000ok6.jpg)

Notice how the texture on the stairs changes is rotated to match the angle of each step. However, your map still looks really good :D

Eimnix
05-21-2007, 12:24 AM
http://www.blueturret.com/de_labs1.jpg

http://www.blueturret.com/de_labs2.jpg

I've developing this map on and off for a year or two now. It's my pride and joy for Counter-Strike: Source. Oh and it's still a WIP of course.

cinnamon whirl
05-21-2007, 08:28 AM
Thanks for the comments!
Predulus: Agree about the shadows, I need some more props and decals on the bridge, as it looks a bit bland. Same with the columns, though I havent found one I like yet....

Latrosicarius: Thanks. The pit was a quick map (took 1 afternoon). It is very short, but quite fun. You can d/l the first version (no real begin/end, barrels spawn in mid air):
http://www.cinnamonwhirl.co.uk/maps/pit.bsp

Eimnix: Love that blue lighting!

Kev_Boy
05-21-2007, 02:14 PM
Kev_Boy, your maps look really nice, but one thing I would suggest is rotating the textures on the spiral stairs on your Cemetery map.

Yes, that would've been better. On your stairwell though I feel each step is a bit to thick, add more but thinner steps if you really need the height or just make the steps you have thinner :)

Eimnix
05-21-2007, 08:19 PM
cinnamon whirl: Thanks man, I admire your mapping skills, hopefully one day I will be that good :)

All these maps look nice, this thread was a good idea!

Angry Beaver
05-21-2007, 09:33 PM
http://developer.valvesoftware.com/wiki/User:Angry_Beaver#Things_I.27ve_done

Thats pretty much all my public stuff, free to be used how you see fit aslong as credit is given.

vecima
05-22-2007, 06:33 AM
Angry Beaver, i love the pic with the cat on your user page.:D


as for my own maps...

these few are from the mod i'm working on (BOP (http://phillymod.type3studios.com)):
http://phillymod.type3studios.com/pics/screens/AF2.jpg

http://phillymod.type3studios.com/pics/screens/AF4.jpg

http://phillymod.type3studios.com/pics/screens/AF6.jpg

these next ones are heavily modified with GIMP (the actual map was too dark). they're shots from a game i'm planning, and i was just trying to set up a mood, so i consider them more like concept art... but hammer was involved.

http://i130.photobucket.com/albums/p247/vecima/ER_modified4_small.jpg

http://i130.photobucket.com/albums/p247/vecima/ER_modified1_small.jpg

daz_rich20
05-22-2007, 06:44 AM
i looked at this thread and fthought more crappy spam but its very nice
i love the look of cs_faultytowers

CrowbarSka
05-24-2007, 04:43 AM
You can find my current project, Last Resort, on ModDB:
http://mods.moddb.com/8345/last-resort/

ultio
05-24-2007, 01:13 PM
Here my work-in-progress map:

http://img72.imageshack.us/img72/760/dccity0006lq4.th.jpg (http://img72.imageshack.us/my.php?image=dccity0006lq4.jpg)

And this is a bit older picture, but here you see the other building very good :) :

http://img391.imageshack.us/img391/4619/dccity0003oq0.th.jpg (http://img391.imageshack.us/my.php?image=dccity0003oq0.jpg)

Dorny
05-24-2007, 02:04 PM
This is a screenshot from a simple single player hl2 map ive been working on
http://img77.imageshack.us/img77/9496/staffordmap650000wn2.jpg

Latrosicarius
05-24-2007, 05:31 PM
vecima, can you PLEASE send me that map that looks like its in a airplane hanger and there's like a planet in there? That looks soo cool I want to walk around it pls! thanx

EDIT: dorny, I love the texture on the front of that church building thingy gj

.

vecima
05-25-2007, 08:44 AM
Latrosicarius, sorry, that particular map is part of something that i'm hoping to turn into an IP project (commercial game). i appreciate the compliment though! :)

Latrosicarius
05-26-2007, 03:26 PM
:(

well gj anyway

blacksmith123
05-26-2007, 09:22 PM
Kev_Boy: I am flabbergasted that someone else knows about Fawlty Towers. Best show ever! It pleases me that you did those towers great justice. I particularly like the ladder going up to the room, and your Ship map adds a lot of British-ness for some reason (probably the rain).

Predulus: try to work out a prop for the rails on the ramp up to the bridge, but other than that looks great. I particularly like the displacement work on that pit with the cargo boxes. See if you can work in some little doodad props for the outsides of those houses.

Eimnix: Noticed you used brushes instead of props for the crates in the first shot. Try using prop_physics or even just statics. Looks like it'll be great!

Vecima: Looks cool, definitely odd, like something out of Riven. Any chance of me getting my hands on those textures or at least knowing where they came from?

Geowil
05-27-2007, 03:17 PM
heres another wip of my mod. lol, rather a wip peice on a wip map <.<


http://i15.photobucket.com/albums/a367/Geowil/npz_floor30004.jpg

vecima
05-27-2007, 05:06 PM
blacksmith, almost all the textures are stock HL2, except some of the custom models and decals from the first few shots.

Eimnix
05-29-2007, 12:29 AM
Eimnix: Noticed you used brushes instead of props for the crates in the first shot. Try using prop_physics or even just statics. Looks like it'll be great!

I'm using brushes to reduce the load on players, plus it lets me vary how big each box is. I used props for my first few tests but those wouldn't blow up, then players would complain they weren't big enough so I switched to brushes in order to comply with what the players wanted.

That box in particular was like a test box, I think the texture got changed, but thanks I'm hoping it'll turn out good.

Oh and the second shot is all brushes too.

Wanted Mod
05-31-2007, 03:24 AM
This level here is called "Hudson Ferry", part of a mod beeing developed in collaboration between Outlaws & Lawmen and East West Mod projects. As you can see this level takes place at night on a riverboat. The level has the illusion its moving. This level will be part of a deathmatch/teamdeathmatch pack coming soon! Level by Kyle "Awesome Possum" Audick

http://images7.pictiger.com/thumbs/65/9f68bd3940811489d05c813e535a7765.th.jpg (http://server7.pictiger.com/img/203294/picture-hosting/hudson-ferry-0000--.php)

http://images7.pictiger.com/thumbs/39/30e29d87a3d4be8eddab73e6269f3239.th.jpg (http://server7.pictiger.com/img/203295/picture-hosting/hudson-ferry-0001--.php)

http://images7.pictiger.com/thumbs/20/7d19908aaf80bad478697fbc7a385a20.th.jpg (http://server7.pictiger.com/img/203296/picture-hosting/hudson-ferry-0002--.php)

http://images7.pictiger.com/thumbs/35/74fb02de6f12ab26a3d8bd4be89c4235.th.jpg (http://server7.pictiger.com/img/203297/picture-hosting/hudson-ferry-0003--.php)

http://images7.pictiger.com/thumbs/c6/59023ce7585288e62017ac3b064082c6.th.jpg (http://server7.pictiger.com/img/203298/picture-hosting/hudson-ferry-0004--.php)

http://images7.pictiger.com/thumbs/e1/0e108c3908173043274f6ef47d31ede1.th.jpg (http://server7.pictiger.com/img/203299/picture-hosting/hudson-ferry-0005--.php)

http://images7.pictiger.com/thumbs/39/96b7efceafd581806d352249f5609839.th.jpg (http://server7.pictiger.com/img/203300/picture-hosting/hudson-ferry-0006--.php)

http://images7.pictiger.com/thumbs/fa/e79022ce8487bd9d1c338710555c69fa.th.jpg (http://server7.pictiger.com/img/203301/picture-hosting/hudson-ferry-0007--.php)

Picture Gallery with PicTiger (http://www.pictiger.com)

http://wantedmod.planethalflife.gamespy.com/cantina/
http://www.eastwestmod.com/
http://deadwoodmod.com/
http://wildwestgames.org/

lodle
05-31-2007, 03:36 AM
^^ Cool :D

blacksmith123
05-31-2007, 12:54 PM
I'm using brushes to reduce the load on players, plus it lets me vary how big each box is. I used props for my first few tests but those wouldn't blow up, then players would complain they weren't big enough so I switched to brushes in order to comply with what the players wanted.

That box in particular was like a test box, I think the texture got changed, but thanks I'm hoping it'll turn out good.

Oh and the second shot is all brushes too.

I see your point, but if you convert them to func_physboxes it lets you control their size, blowup-ness, and so on, plus I think it might be a little more fun.

Eimnix
06-03-2007, 12:51 AM
I see your point, but if you convert them to func_physboxes it lets you control their size, blowup-ness, and so on, plus I think it might be a little more fun.

I'll have to check that out, never even knew that existed. I was having some trouble with frame rates dropping at certain points in the map but i'll check those out.

And Wanted Mod... Dude... That looks freakin' awesome.

mad-
06-03-2007, 03:57 PM
If you want to check out my map head over to my Blog (http://m4dmax.gametrailers.com/gamepad/index.php?action=viewblog&id=100091) and view the screenshots. Also remember to hit "next" at the bottom because I've updated it with a progress report and more screenshots.

blacksmith123
06-03-2007, 04:15 PM
mad- That map looks, pretty nice, but one thing: in screenschot 10 on the second page, off to the side you can see a horse statue standing on the little roof overhang thing. Why there? A big bronze horse?

benjy355
06-03-2007, 09:30 PM
Lol, LAN parties bring fun ideas.
This map is the edited version... I edited it about 30 times :D
http://www.youtube.com/watch?v=xxFNtQLAbsw
Wanna Download (http://files.filefront.com/Huge_Map_Zipped/;7633987;/fileinfo.html) it?

mad-
06-05-2007, 01:26 AM
heres a vid of my map.

Note: Still a WIP

http://www.gametrailers.com/umwatcher.php?id=70665

vcool
06-05-2007, 09:41 AM
Thats one nice map ;)

Suggestion - add some random props (like concrete rubble) to the interiors of some buildings.

Otherwise its kickass :D

dikkejos
06-05-2007, 09:44 AM
heres a vid of my map.

Note: Still a WIP

http://www.gametrailers.com/umwatcher.php?id=70665
????ing 1337 mate.

Latrosicarius
06-05-2007, 04:58 PM
heres a vid of my map.

Note: Still a WIP

http://www.gametrailers.com/umwatcher.php?id=70665

Awesome work, plus great video and song

Chaos303
06-13-2007, 11:43 PM
Is it ok to show off goldsrc levels here? Sence, ya know VALVe hasnt made a goldsrc mapping section yet. :o

dikkejos
06-14-2007, 03:29 AM
I give you the permission.

SeverinDK
06-15-2007, 06:36 AM
THIS IS A WORK IN PROGRESS!
http://severin-source.dk/temp/d1.jpg
http://severin-source.dk/temp/d2.jpg
http://severin-source.dk/temp/d3.jpg

blacksmith123
06-15-2007, 07:15 PM
THIS IS A WORK IN PROGRESS!
http://severin-source.dk/temp/d1.jpg
http://severin-source.dk/temp/d2.jpg
http://severin-source.dk/temp/d3.jpg

Dude, excellent modeling for the tanks. You make those yourself? What type of border are you planning on using for the edges of your map?

SeverinDK
06-16-2007, 03:51 AM
No.. I did not make the tanks...
- And I dont know how to close of the map yet.. But I will figure something out my friend! :confused:

Geowil
06-17-2007, 10:41 AM
well, its time for some updated pics of my grave yard xD.

i got some lighting models in (im still working on getting the uvmap correct for it >.<) and a mausoleum + some smaller crypts and denser fog.

the mausoleum is still dev textured for now xD.

so heres what its going to kind of look like as you enter:

http://i15.photobucket.com/albums/a367/Geowil/graveyard0009.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0010.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0011.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0012.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0013.jpg

then after a few events:

http://i15.photobucket.com/albums/a367/Geowil/graveyard0004.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0005.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0006.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0007.jpg

http://i15.photobucket.com/albums/a367/Geowil/graveyard0008.jpg

RealB33rM4n
06-19-2007, 07:50 AM
This is my first work and it rapresent Piazza Napoleone in Lucca.

http://www.webalice.it/andetedo/mod/hdrfast.jpg

http://www.edadaenergy.com/foto/mappa05.jpg

http://www.edadaenergy.com/foto/mappa06.jpg

http://www.edadaenergy.com/foto/mappa07.jpg

FOTO 00 (http://www.webalice.it/andetedo/modding/mappa00.jpg)

FOTO 01 (http://www.webalice.it/andetedo/modding/mappa01.jpg)

FOTO 01 (http://www.webalice.it/andetedo/modding/mappa02.jpg)

MiKa523
06-20-2007, 08:42 AM
Looks good B33rM4n.

I think the red light in pic5 should be weaker and more red.
Maybe add two of them and try to create some nice shadows with the props and details around.
In pic7 you can see that you overuse the tree model, I guess you can see it from other spots as well.
Maybe you can add something different between the trees like replacing each 2nd tree with another tree model or something like a big flower pot/bed.



Here's my map I'm working on:
It's the 2nd map with the hl2 engine at all and it is for Insects Infestation, a RTS/FPS mix similar to ns or the old gloom, but quite unique.

II insects are as big as human models in hl2, so you have to map with a much bigger scale and use a lot 3d-sky.
This map takes place in a small backalley part. It uses half of the entire grid.
It's hard to get details for this map, because I can't model and all hl2 models are obviously to small for II scale. The textures aren't that good, too, because they are partly scaled up to 8 to fit!
The big door, seperating the map, is a good visblocker.
The other connections between the two big parts of the map are small ventilation shafts and holes at both sides of the surrounding houses.

Pictures:

http://img181.imageshack.us/img181/1492/iibackalley0000dw8.th.jpg (http://img181.imageshack.us/my.php?image=iibackalley0000dw8.jpg)

http://img301.imageshack.us/img301/5811/iibackalley0001kf7.th.jpg (http://img301.imageshack.us/my.php?image=iibackalley0001kf7.jpg)

http://img504.imageshack.us/img504/5108/iibackalley0002od0.th.jpg (http://img504.imageshack.us/my.php?image=iibackalley0002od0.jpg)

http://img301.imageshack.us/img301/9215/iibackalley0003ep7.th.jpg (http://img301.imageshack.us/my.php?image=iibackalley0003ep7.jpg)

http://img504.imageshack.us/img504/7643/iibackalley0004bn9.th.jpg (http://img504.imageshack.us/my.php?image=iibackalley0004bn9.jpg)

blacksmith123
06-20-2007, 01:17 PM
Very impressive mika, but for the first picture, try using a downward-facing light_spot for that doorway, to make it look a bit more dramatic.

predulus
06-21-2007, 10:22 PM
I have just released a map on fpsbanana called de_dustanesi.

It is a kind of "remix" of parts of Dust2, by the great Dave Johnston,
and Piranesi, by Valve's own Iika "Fingers" Keranen, plus some original parts of my own.

Please head over to http://fpsbanana.com and by all means check it out.

-----------

Check out my new map DE_DUSTANESI!!!

http://image.hazardstrip.com/ss/maps/thm_48283.jpg (http://www.fpsbanana.com/maps/27138)

de_dustanesi (http://www.fpsbanana.com/maps/27138)

It also has a YOUTUBE flyby.....



http://image.hazardstrip.com/ss/maps/thm_48281.jpg (http://www.youtube.com/watch?v=Wg9cVQEHi8g)

Click here (http://www.youtube.com/watch?v=Wg9cVQEHi8g), or on the image above

--

By the way, full credit has been given to the authors above, both on fpsbanana, in the credits file included with the map, and in a semi-secret credits area in the map.

Nicadeamas
06-22-2007, 10:18 AM
.
nice mixing in DE_DUSTANESI, me likes. :cool:

Goatdude
06-22-2007, 12:41 PM
Hey guys!

First time poster.

Here is my level I've just released as a self encapsulated mod

http://img111.imageshack.us/img111/1719/cityresistance1ea4.th.jpg (http://img111.imageshack.us/my.php?image=cityresistance1ea4.jpg) http://img530.imageshack.us/img530/9784/cityresistance2wq6.th.jpg (http://img530.imageshack.us/my.php?image=cityresistance2wq6.jpg)

http://img521.imageshack.us/img521/7427/cityresistance4co3.th.jpg (http://img521.imageshack.us/my.php?image=cityresistance4co3.jpg) http://img507.imageshack.us/img507/3341/cityresistance5tz6.th.jpg (http://img507.imageshack.us/my.php?image=cityresistance5tz6.jpg)

http://img503.imageshack.us/img503/7184/cityresistance6gh8.th.jpg (http://img503.imageshack.us/my.php?image=cityresistance6gh8.jpg) http://img524.imageshack.us/img524/4407/cityresistance7pq9.th.jpg (http://img524.imageshack.us/my.php?image=cityresistance7pq9.jpg)

http://img442.imageshack.us/img442/3213/cityresistance8ah0.th.jpg (http://img442.imageshack.us/my.php?image=cityresistance8ah0.jpg) http://img466.imageshack.us/img466/3527/cityresistance9ja7.th.jpg (http://img466.imageshack.us/my.php?image=cityresistance9ja7.jpg)

If you're interested in checking it out, head on over to my website (http://www.parseerror.com/eric/cityrebellion.shtml) to download. Download is 1.9mb and playtime is estimated around 10 min.

Karlos_Modder
06-23-2007, 06:46 AM
Looks alright!
Question tho, have you any cubemaps. The refections are looking a bit off (silverly).
Brb.. Compiling map Office_Builing_V1. will add pics later on tonight.

Karlos_Modder
06-23-2007, 08:18 AM
Here are some pics of my upcoming map. Its nowhere near finished. and in some areas the lighting is abit dark.
http://img505.imageshack.us/img505/3977/img07vw9.th.jpg (http://img505.imageshack.us/my.php?image=img07vw9.jpg)
http://img156.imageshack.us/img156/9324/img05zk6.th.jpg (http://img156.imageshack.us/my.php?image=img05zk6.jpg)
http://img170.imageshack.us/img170/8725/img06za5.th.jpg (http://img170.imageshack.us/my.php?image=img06za5.jpg)
http://img517.imageshack.us/img517/1986/img09af4.th.jpg (http://img517.imageshack.us/my.php?image=img09af4.jpg)
http://img501.imageshack.us/img501/2971/img10if1.th.jpg (http://img501.imageshack.us/my.php?image=img10if1.jpg)
http://img508.imageshack.us/img508/5189/img11gb9.th.jpg (http://img508.imageshack.us/my.php?image=img11gb9.jpg)
http://img507.imageshack.us/img507/1241/img12kw1.th.jpg (http://img507.imageshack.us/my.php?image=img12kw1.jpg)
http://img512.imageshack.us/img512/35/img13xr1.th.jpg (http://img512.imageshack.us/my.php?image=img13xr1.jpg)
http://img259.imageshack.us/img259/3149/img16bs3.th.jpg (http://img259.imageshack.us/my.php?image=img16bs3.jpg)

Karlos_Modder
06-23-2007, 08:19 AM
And then there was more
http://img262.imageshack.us/img262/4895/img15ip2.th.jpg (http://img262.imageshack.us/my.php?image=img15ip2.jpg)
http://img182.imageshack.us/img182/4519/img14xa5.th.jpg (http://img182.imageshack.us/my.php?image=img14xa5.jpg)
http://img201.imageshack.us/img201/666/img13mx3.th.jpg (http://img201.imageshack.us/my.php?image=img13mx3.jpg)
http://img140.imageshack.us/img140/1894/lightmapsrx7.th.jpg (http://img140.imageshack.us/my.php?image=lightmapsrx7.jpg)
http://img124.imageshack.us/img124/9070/img17fp8.th.jpg (http://img124.imageshack.us/my.php?image=img17fp8.jpg)
http://img257.imageshack.us/img257/9311/img18jk7.th.jpg (http://img257.imageshack.us/my.php?image=img18jk7.jpg)
http://img528.imageshack.us/img528/3482/img19ay5.th.jpg (http://img528.imageshack.us/my.php?image=img19ay5.jpg)
http://img409.imageshack.us/img409/3633/img20iz2.th.jpg (http://img409.imageshack.us/my.php?image=img20iz2.jpg)
http://img183.imageshack.us/img183/4344/img21cw8.th.jpg (http://img183.imageshack.us/my.php?image=img21cw8.jpg)
http://img523.imageshack.us/img523/9135/img03we2.th.jpg (http://img523.imageshack.us/my.php?image=img03we2.jpg)

Karlos_Modder
06-23-2007, 08:20 AM
http://img525.imageshack.us/img525/5409/img02yw2.th.jpg (http://img525.imageshack.us/my.php?image=img02yw2.jpg)
http://img517.imageshack.us/img517/373/img04rk8.th.jpg (http://img517.imageshack.us/my.php?image=img04rk8.jpg)

marnamai
06-24-2007, 02:15 PM
http://img248.imageshack.us/img248/7395/dayofredemption060000bv5.th.jpg (http://img248.imageshack.us/my.php?image=dayofredemption060000bv5.jpg)

http://img116.imageshack.us/img116/2591/dayofredemption060001gi1.th.jpg (http://img116.imageshack.us/my.php?image=dayofredemption060001gi1.jpg)

http://img248.imageshack.us/img248/7049/lake00026soyw7.th.jpg (http://img248.imageshack.us/my.php?image=lake00026soyw7.jpg)

http://img116.imageshack.us/img116/601/m1qu5.th.jpg (http://img116.imageshack.us/my.php?image=m1qu5.jpg)

http://img116.imageshack.us/img116/6826/m2yw5.th.jpg (http://img116.imageshack.us/my.php?image=m2yw5.jpg)

http://img248.imageshack.us/img248/288/m3kv0.th.jpg (http://img248.imageshack.us/my.php?image=m3kv0.jpg)

http://img116.imageshack.us/img116/7597/m4wi9.th.jpg (http://img116.imageshack.us/my.php?image=m4wi9.jpg)

http://img116.imageshack.us/img116/2837/m5kd0.th.jpg (http://img116.imageshack.us/my.php?image=m5kd0.jpg)

http://img116.imageshack.us/img116/1999/m6zw7.th.jpg (http://img116.imageshack.us/my.php?image=m6zw7.jpg)

http://img116.imageshack.us/img116/2517/reset20000pj3.th.jpg (http://img116.imageshack.us/my.php?image=reset20000pj3.jpg)

marnamai
06-24-2007, 02:16 PM
http://img248.imageshack.us/img248/462/spawn0001xc8.th.jpg (http://img248.imageshack.us/my.php?image=spawn0001xc8.jpg)

http://img248.imageshack.us/img248/4789/test0006rt4.th.jpg (http://img248.imageshack.us/my.php?image=test0006rt4.jpg)

http://img248.imageshack.us/img248/1120/t30002ai0.th.jpg (http://img248.imageshack.us/my.php?image=t30002ai0.jpg)

http://img116.imageshack.us/img116/5885/tester30001cj9.th.jpg (http://img116.imageshack.us/my.php?image=tester30001cj9.jpg)

vcool
06-24-2007, 02:27 PM
Looks nice :)

shuy3n
06-24-2007, 03:13 PM
wow that looks amazing especially the last image :D

Pyrate
06-25-2007, 06:17 PM
Here are some pictures of a surf map I have been working on for the last few months (I work like 5 minutes a month cause I am lazy).
http://img.photobucket.com/albums/v181/ZkM2009/surf_canyon_beta20004.jpg
http://img.photobucket.com/albums/v181/ZkM2009/surf_canyon_beta20005.jpg
http://img.photobucket.com/albums/v181/ZkM2009/surf_canyon_beta20007.jpg

blacksmith123
06-25-2007, 06:41 PM
Pyrate - Very nice alpha and displacement work, is that a custom pistol?

DeadlyContagion
06-25-2007, 10:43 PM
Well heres a map for a single player mod I'm working on, WIP obviously, but nonetheless here are some pics.

http://img171.imageshack.us/img171/6282/fsapartment0001dj6.th.jpg (http://img171.imageshack.us/my.php?image=fsapartment0001dj6.jpg)
http://img401.imageshack.us/img401/6677/fsapartment0002xb6.th.jpg (http://img401.imageshack.us/my.php?image=fsapartment0002xb6.jpg)
http://img413.imageshack.us/img413/5250/fsapartment0003yq1.th.jpg (http://img413.imageshack.us/my.php?image=fsapartment0003yq1.jpg)
http://img207.imageshack.us/img207/4152/fsapartment0004qt7.th.jpg (http://img207.imageshack.us/my.php?image=fsapartment0004qt7.jpg)
http://img207.imageshack.us/img207/9023/fsapartment0005vm1.th.jpg (http://img207.imageshack.us/my.php?image=fsapartment0005vm1.jpg)
http://img207.imageshack.us/img207/4003/fsapartment0006dn7.th.jpg (http://img207.imageshack.us/my.php?image=fsapartment0006dn7.jpg)
http://img405.imageshack.us/img405/5581/fsapartment0008di4.th.jpg (http://img405.imageshack.us/my.php?image=fsapartment0008di4.jpg)

ol_who
06-27-2007, 12:53 AM
Here goes everything,

dys_tower_b57 (Dystopia Mod (http://dystopia-game.com/) v1)

http://lan24.us/dev/build57/~thumbnail.jpg
Screen Shot Archive (http://lan24.us/dev/build57/)

Level Background:
The mega corporation, iNPath, runs the fiber lines from various corporations, both big and small. They have been contracted by both the monopolizing industries as well as the revolutionists for their connections to the world wide web. It is rumored that iNPath has been intercepting connections and storing various bits of data and sending it to their corporate headquarters, in a part of town that was purchased by the entire corporation.

Quick Synopsys:
iNPath has stored highly confidential information on both monopolizing corporations as well as the fast rising punk resistance. iNPath has been planning to sell information that was intercepted by various punk resistance organizations to major security corporations in a blanket effort to wipe out all Punk resistance. Enough information has been gathered by Punk resistance forces to then lead a movement on iNPath to eliminate vital information and at the same time get information from iNPath on other monopolizing corporations.

How it Plays Out:
The Punk forces have restored a small portion of the subway transit system running to the nearby tower, they must stop the flow of information and redirect security forces by cutting the power to the building and secure a presence inside the tower before the defense system quarantines the building.
Corp forces have been pushed back to closely guard the executive floor, Punk forces must coordinate a rush to overpower the Corp forces long enough to hack into the security console to reconfigure their security clearance and remove Corp access to the building to secure a punk presence on the executive floor. A pair of hacked express elevators will transport the punks rapidly from the lobby to the executive floor.
Once a Punk presence is secured a secret passage from the executive level will take the Punks to the closely guarded mainframe. The punk forces must copy Corp data off of 6 servers then physically destroy them quickly to ensure that replication does not occur. Only when they are sure that the server is empty, can they destroy them.


Sound fun? Download Dystopia (http://dystopia-game.com/), then download my map (http://ingsoc-clan.net/files/dys_tower_build_57.zip)

blacksmith123
06-27-2007, 02:02 AM
deadly_contagion - pretty interesting, good material selection, but in the third shot, why is there a handrail on the outer edge of the staircase? Also, there certainly are a lot of rugs. A lot.

ol_who - daaaaaaaaamn. very nice, I downloaded and tried it, it plays nicely. A few suggestions: try selecting a different, more transparent material for the water so near the edges of the puddles it doesn't cut to the concrete so sharply. Possibly a few more detail props on the outsides of the buildings? Other than that, great job.

ol_who
06-27-2007, 02:25 AM
Thanks for giving it a try, its still very much in building status, I've just now begun work on enhancing the street, next to do is work on cyberspace, tidy up the roof spawn, and optimize fps in the subway.

p5ychokilla
06-27-2007, 08:52 AM
Here's a map called de_bridge2far being made by me and Hammah, it's a quick compile because the full compile is gonna take a couple of days plus we really need to line up all the brushes once we're done. It's based on a map called mp_arnhem for call of duty. It's taken us about 7 months but we're shooting for a release in August.

Pic 1 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic1.jpg)
Pic 2 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic2.jpg)
Pic 3 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic3.jpg)
Pic 4 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic4.jpg)
Pic 5 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic5.jpg)
Pic 6 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic6.jpg)
Pic 7 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic7.jpg)
Pic 8 (http://www.vista-users.co.uk/cssfiles/pics/de_bridge2far_pic8.jpg)

A short video I made of the map (http://www.youtube.com/watch?v=AY_Y72KrkRw)

Yes I know the soundscapes are wrong but that will be one of the final jobs done.

It is fully working but needs a lot of optimisation work done and tidying of the brushes, we would love a clan to beta test it for us. Grab me by Mail (psychokilla@blueyonder.co.uk) if you wanna test it out.

FrostbiteX
06-27-2007, 09:45 AM
Needs more details, it's to empty.

DeadlyContagion
06-27-2007, 09:46 AM
blacksmith123 - You can't see it very well in the picture, but that is the handrail for the stairs going down.

P5yschokilla - I do hope you're adding cubemaps to that. Also, not really a problem, but there are an awful lot of really open Counter Strike maps.

The rest of you - Your maps are looking great!

p5ychokilla
06-27-2007, 10:44 AM
I have added cubemaps but when I try to run them from inside the game there is no gloss on anything, I presume that's because it's only a quick compile (as I said we need to align all the brushes - which will take ages and optimise the more open spaces before we can do a full compile or even the final beauty compile). Any help on the optimisation would be great.

blacksmith123
06-27-2007, 05:39 PM
Deadlycontagion - no, man, I get that, I'm talking about the handrail on the far right, up against the wall.

psychokilla - looks nice, but the open streets are a bit generic. Add some big obstructions (to optimize performance, also so people won't get AWP'ed from all the way down the street) like some APC's or perhaps a ruined building that has collapsed out into the street or something.

Hammah
06-28-2007, 04:49 AM
psycho, you ned to update the images - they are out of date now - the video is up to date pretty much - i still think the map needs to be smaller !!

predulus
06-28-2007, 06:27 PM
Olwho - TOO DAAAAAAAAAAAAAAAAAARK!!!!!!!

Lumino
06-28-2007, 10:57 PM
Pic 1 (http://i154.photobucket.com/albums/s250/Lumino_photos/de_lumioffice0001.jpg)
Pic 2 (http://i154.photobucket.com/albums/s250/Lumino_photos/de_lumioffice0005.jpg)
Pic 3 (http://i154.photobucket.com/albums/s250/Lumino_photos/de_lumioffice0012.jpg)
Still a WIP, but it would be nice to get some feedback. Sorry about the lack of screenies.

vecima
06-29-2007, 06:41 AM
Lumino, it looks good...nice lighting.... nice outdoors...

only one problem, and it may be too late in development to fix it...

from your first screenshot, no car would be able to get up or down that ramp unscathed. those ramps are usually very long & sharp angled.

zonetrooper5
06-30-2007, 04:55 PM
I'm working on a map for Zombie Master mod. The link is below.

http://www.fpsbanana.com/studios/wips/view/9478

Gotta add alot more stuff, very WIP. I've also release a FY map and the link is below.

http://www.fpsbanana.com/maps/26479

perrapaap
07-01-2007, 07:24 AM
all my maps are at this link... some of them is actually without cubemaps:S and if you want small cool mods... download Gameflood. its great :) and if you do... download my maps :) http://www.gameflood.com/Games/Index.cfm?blFormSubmitted=TRUE&stgModule=Games&blFromMashupStudio=false&intTitle=0&intContent=0&blContent=true&stgKeyword=perrep&intSort=1&intStartRow=1&intMaxResults=10&intPages_UnitBrowse=1 WOW that was a long link

Andy_J
07-03-2007, 12:34 PM
heres a screen of the first of many HDR compiles of my map de_ship... its still a wip
http://i204.photobucket.com/albums/bb22/jobsonandrew/ship0026.jpg

dikkejos
07-03-2007, 12:57 PM
That looks spectacular!

vecima
07-03-2007, 07:36 PM
I always thought it was funny how in video games on any frieght ship, the containers are stacked like a maze.

looks good, by the way

Arzie
07-05-2007, 08:56 AM
Some pics from the map i made like year back.

http://koti.phnet.fi/anttis/de_rusted_embrace0011.jpg
http://koti.phnet.fi/anttis/de_rusted_embrace0009.jpg
http://koti.phnet.fi/anttis/de_rusted_embrace0010.jpg
http://koti.phnet.fi/anttis/de_rusted_embrace0013.jpg
http://koti.phnet.fi/anttis/another_overview.JPG

Last pic is a bit older than the rest.

PWNstar
07-05-2007, 03:28 PM
heres a vid of my map.

Note: Still a WIP

http://www.gametrailers.com/umwatcher.php?id=70665

Did u use the gears of war map Canals as the layout?

FrostbiteX
07-06-2007, 03:35 PM
New Demolition Map in Progress (http://img461.imageshack.us/img461/2717/tcopymv9.jpg)

I'm probably gonna make that one of the bomb sites..duno, didn't make a layout for this map x3

EvolvedAnt
07-07-2007, 07:11 PM
This map took me about 1 year to make. It is a TFC map that I never really released outside of my friends. There is more rooms than are displayed in these images. It includes a working turbo lift, Jeffreys tubes, 3 decks, as well as living quarters. The map is so complex, that I had to modify the compile tools to actually allow beyond the limits imposed for Half-Life engine maps at that time.

http://www.evolvedant.com/adam_aurora.jpg

FrostbiteX
07-07-2007, 09:10 PM
Woah man, please turn that into a hl1 sp map (like USS Darkstar hehe)

New screenshots
http://img81.imageshack.us/img81/981/0010014es5.jpg
http://img508.imageshack.us/img508/6810/0010016fb8.jpg
http://img137.imageshack.us/img137/9602/0010017th4.jpg
http://img508.imageshack.us/img508/4659/0010018xh0.jpg

not28
07-08-2007, 01:33 AM
Thanks to everybody who has posted their work so far. You all have given me much inspiration for any future maps I may do. Keep up the great work.

youarenothere
07-08-2007, 07:46 PM
http://img508.imageshack.us/img508/6810/0010016fb8.jpg


What water texture did you use in that little pool there? It seems that none of the water textures I use look right. They are either a solid texture with a reflection, Or I see no texture, just completely transparent and only see the light reflecting off of the surface. How do I get the water to be transparent, but still cloudy and blue underneath? I've followed the steps in every water tutorial I can find, bet never get it right. It's one of the last things I've yet to learn to do in Hammer and it bugs the hell out of me.

:confused:

FrostbiteX
07-08-2007, 08:00 PM
What water texture did you use in that little pool there? It seems that none of the water textures I use look right. They are either a solid texture with a reflection, Or I see no texture, just completely transparent and only see the light reflecting off of the surface. How do I get the water to be transparent, but still cloudy and blue underneath? I've followed the steps in every water tutorial I can find, bet never get it right. It's one of the last things I've yet to learn to do in Hammer and it bugs the hell out of me.

:confused:
http://img172.imageshack.us/img172/376/waterlolfu5.jpg

youarenothere
07-09-2007, 07:55 AM
thank you very much. :)

ATIX
07-10-2007, 11:29 AM
get ready for zm_ATIX_survival COMING SOON (Helicopter rescue) and yes you can jump on the rolling truck to!
http://img295.imageshack.us/img295/7292/zmatixhelicoptertruck00ou4.th.jpg (http://img295.imageshack.us/img295/7292/zmatixhelicoptertruck00ou4.jpg)

Right now the beta is exclusively available to play on =(UV)= Server
*remember 3 secrets* ;D

KillerWorm
07-16-2007, 02:13 AM
Here are all the maps I have done so far.. starting with my first map to my latest (not released yet) map. You can tell how I got better as I go along lol. Hope you enjoy!

I HAVE MADE SOME OF THE IMAGES THUMBNAILS AND OTHERS BIG. (DEPENDING ON THE DARKNESS)

THE NEXT FOUR POSTS ARE MAPS I HAVE DONE:

de_rotterdam_css
cs_miami_css
bethlehem
de_coldfire
aim_amwoods
cs_topsoil
cs_meridian (final map listed)



DE_ROTTERDAM_CSS -by K!LLER^WORM

Released!!! Check fpsbanana

SCREENSHOTS


http://img263.imageshack.us/img263/1817/8334aql1.jpg



http://img490.imageshack.us/img490/2562/8334bod8.jpg



http://img201.imageshack.us/img201/567/8334con4.jpg



CS_MIAMI_CSS -by K!LLER^WORM

Released!!! Check fpsbanana

SCREENSHOTS


http://img242.imageshack.us/img242/4379/6933bwh7.th.jpg (http://img242.imageshack.us/my.php?image=6933bwh7.jpg)



http://img263.imageshack.us/img263/2310/6933dqj9.th.jpg (http://img263.imageshack.us/my.php?image=6933dqj9.jpg)








BETHLEHEM -by K!LLER^WORM

Released!!! Check fpsbanana

SCREENSHOTS


http://img513.imageshack.us/img513/1110/20626ac0.jpg



http://img214.imageshack.us/img214/94/20627le4.jpg



http://img242.imageshack.us/img242/8564/20628il9.jpg


CONTINUED ON SECOND POST:

KillerWorm
07-16-2007, 02:14 AM
DE_COLDFIRE -by K!LLER^WORM

Released!!! Check fpsbanana

SCREENSHOTS


http://img513.imageshack.us/img513/1956/27782he1.jpg



http://img513.imageshack.us/img513/6688/27783bb8.jpg



http://img513.imageshack.us/img513/9665/27784zm5.jpg



http://img187.imageshack.us/img187/3448/27785qv5.jpg



http://img174.imageshack.us/img174/231/27787ci3.jpg




AIM_AMWOODS - by K!LLER^WORM

Released!! Check fpsbanana

SCREENSHOTS

http://img440.imageshack.us/img440/4054/aimamwoods0000zz7.th.jpg (http://img440.imageshack.us/my.php?image=aimamwoods0000zz7.jpg)



http://img440.imageshack.us/img440/7356/aimamwoods0003dc6.th.jpg (http://img440.imageshack.us/my.php?image=aimamwoods0003dc6.jpg)



http://img255.imageshack.us/img255/2661/aimamwoods0004ej5.th.jpg (http://img255.imageshack.us/my.php?image=aimamwoods0004ej5.jpg)



CONTINUED ON THIRD POST:

KillerWorm
07-16-2007, 02:15 AM
CS_TOPSOIL - by K!LLER^WORM

Released!! Check fpsbanana

SCREENSHOTS



http://img187.imageshack.us/img187/5613/cstopsoilbeta0001xz0.jpg



http://img201.imageshack.us/img201/2360/cstopsoilbeta0003pn4.jpg



http://img96.imageshack.us/img96/3603/cstopsoilbeta0004nx3.jpg



CONTINUED BELOW:

KillerWorm
07-16-2007, 02:16 AM
FINAL ONE

CS_MERIDIAN -by K!LLER^WORM

Date to be released: Soon!! (lol)
(is in BETA version on my server right now)

SCREENSHOTS


http://img179.imageshack.us/img179/5730/csmeridian0001dh5.th.jpg (http://img179.imageshack.us/my.php?image=csmeridian0001dh5.jpg)



http://img179.imageshack.us/img179/1983/csmeridian0002px0.th.jpg (http://img179.imageshack.us/my.php?image=csmeridian0002px0.jpg)



http://img179.imageshack.us/img179/1802/csmeridian0003zp2.th.jpg (http://img179.imageshack.us/my.php?image=csmeridian0003zp2.jpg)



http://img329.imageshack.us/img329/9899/csmeridian0004yg4.th.jpg (http://img329.imageshack.us/my.php?image=csmeridian0004yg4.jpg)



http://img329.imageshack.us/img329/4972/csmeridian0006au5.th.jpg (http://img329.imageshack.us/my.php?image=csmeridian0006au5.jpg)



http://img509.imageshack.us/img509/5095/csmeridian0008se3.th.jpg (http://img509.imageshack.us/my.php?image=csmeridian0008se3.jpg)



http://img329.imageshack.us/img329/6529/csmeridian0009bc1.th.jpg (http://img329.imageshack.us/my.php?image=csmeridian0009bc1.jpg)



http://img169.imageshack.us/img169/6026/csmeridian0014fb1.th.jpg (http://img169.imageshack.us/my.php?image=csmeridian0014fb1.jpg)


:)

{{AoA}}Axeman
07-16-2007, 02:29 AM
I am making a MurdaBall mod for HL2DM and just want to share this video of the gameplay demo we did, which is done with HL2DM stock entities.
If anyone needs to do anything in the demo video then let me know, but I will be really busy in a few days as I have to rig the goal keeper and put textures on.


MurdaBall info ~ http://www.teamskc.co.uk/forum/forumdisplay.php?f=52

Murdaball demo playtest ~ http://www.youtube.com/v/mBUXF4-n-6k

I will post some 'real' shots of the arena's when I have the mod up and running. :)

**Video footage is a pre-mod gameplay demo, the finished mod has custom content**

Nicadeamas
07-16-2007, 10:23 AM
K!llerworm, wow, keep up ther good work. :-]
Axeman, wow, looks like that will b an awsum mod once it's finished. :-D

blacksmith123
07-17-2007, 12:06 PM
axeman, very nice and quite an idea. if it's possible, i think it might make sense to set and lock a player on each team as goalie for a round or match or whatever, and give the goalies greater reach or pulling power with the gravity gun (maybe set it so they can't go too far from the goal). very, very nice.

{{AoA}}Axeman
07-17-2007, 02:45 PM
I have put it into mod stage now and will be seeing how difficult it is to make a few new classes of player, so I can have defence, midfield and attack. It should be possible because there are other mods that give you a choice of characters.

The final game will play similar to the demo but with different player types, team markers, zone markers, an overview and there will be multiple arenas. :)

dikkejos
07-17-2007, 03:33 PM
De_rotterdam_css needs more Neophyte :D

Dr. Spud
07-17-2007, 04:13 PM
Here's my latest, and by far my best CSS map:

Rate it and download at fpsbanana.com: link (http://www.fpsbanana.com/maps/28393)

Or talk about it on its steampowered thread: link (http://forums.steampowered.com/forums/showthread.php?t=576881)

de_glacier

http://image.hazardstrip.com/ss/maps/51869.jpg

http://image.hazardstrip.com/ss/maps/51870.jpg

http://image.hazardstrip.com/ss/maps/51872.jpg

http://image.hazardstrip.com/ss/maps/51871.jpg

http://image.hazardstrip.com/ss/maps/51873.jpg

sixpakken
07-17-2007, 07:47 PM
Here are some shots of my first Css map in hammer. for the Cevo 5on5 contest.


http://www.sixpakken.com/Mapping/de_diesel/screenshot3.jpg
http://www.sixpakken.com/Mapping/de_diesel/screenshot2.jpg
http://www.sixpakken.com/Mapping/de_diesel/screenshot1.jpg

{{AoA}}Axeman
07-18-2007, 02:59 AM
Some nice looking maps there, hope to see em when playing CS:S.

blacksmith123
07-18-2007, 05:51 AM
whooo we broke 100 posts!

MasterofPuppets
07-19-2007, 11:06 AM
ANYBODY KNOW DOD_FRENZY FROM DOD 1.6??? I AM THE CREATOR OF THE NEW ONE! I COME FROM A CLAN CALLED {GG} www.goombasguerrillas.com Here are some pics

http://i13.photobucket.com/albums/a285/masterofpups/dod_frenzy_v50003.jpg

AND A NEW TUNNEL
http://i13.photobucket.com/albums/a285/masterofpups/dod_frenzy_v50004.jpg
http://i13.photobucket.com/albums/a285/masterofpups/dod_frenzy_v50001.jpg

AND NEW BREAKABLE WINDOWS
http://i13.photobucket.com/albums/a285/masterofpups/dod_frenzy_v50006.jpg
UP ON FPSBANANA

MadMaty
07-19-2007, 03:31 PM
Here's some early screenies from a W.I.P out-door map I am working on. Single-player.

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0012-1.jpg

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0000.jpg

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0008.jpg

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0013.jpg

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0006.jpg

http://i129.photobucket.com/albums/p234/The_Freak12/beach_map0011.jpg

FrostbiteX
07-21-2007, 02:00 PM
http://img169.imageshack.us/img169/125/canalprotohe9.jpg
http://droxsden.bulletpain.com/uploads/canals_proto_002.jpg

Just testing some architecture.

ATIX
07-23-2007, 06:05 PM
GET TO DA CHOPPA!!!! ( my zombie helicopter map) zm_ATIX_helicopter

http://image.fpsbanana.com/ss/maps/thm_52971.jpg (http://www.fpsbanana.com/maps/28914)

Watch the short movie ^^

Norse_Player
07-27-2007, 09:28 PM
Hey guys!

First time poster.

Here is my level I've just released as a self encapsulated mod

If you're interested in checking it out, head on over to my website (http://www.parseerror.com/eric/cityrebellion.shtml) to download. Download is 1.9mb and playtime is estimated around 10 min.

Thanks!! I just played your mod and I kind of like it. Got the athmosphere, Eric.

Live!
07-31-2007, 07:24 PM
Hello, everybody, thanks for contributing, I was unaware that this thread was stickied before. I'm thinking about editing the starting post.

Spider-Baby
08-01-2007, 04:59 AM
GET TO DA CHOPPA!!!! ( my zombie helicopter map) zm_ATIX_helicopter

http://image.fpsbanana.com/ss/maps/thm_52971.jpg (http://www.fpsbanana.com/maps/28914)

Watch the short movie ^^

dude, friggin fantastic. but why would they drop you off before an airstrike? maybe they just really hate the players.

Spider-Baby
08-01-2007, 05:02 AM
Here's some early screenies from a W.I.P out-door map I am working on. Single-player.

very nice, man, outdoor maps are always a challenge. i particularly like the cliff work in the last shot. do you have a water_lod_control? the shot of the boat out in the ocean looks like you're using expensive water all the way out.

gww1
08-05-2007, 12:50 PM
Here's part of a map i almost certainly won't finish
http://img254.imageshack.us/img254/880/barnhv8.jpg

FrostbiteX
08-05-2007, 01:16 PM
http://img235.imageshack.us/img235/15/deidunnoka002ar7.jpg
PHEAR MA 1280x1024 RES SCREENIE HAHA
sorreh =(

Anyways it's a demolition knife arena map i'm making for a server i regular =o

Dala-Jay*
08-05-2007, 02:46 PM
Building I mapped out from a while back:

http://img508.imageshack.us/img508/6480/factory0002kt4.th.jpg (http://img508.imageshack.us/my.php?image=factory0002kt4.jpg)

http://img508.imageshack.us/img508/9641/factory0003nb1.th.jpg (http://img508.imageshack.us/my.php?image=factory0003nb1.jpg)

http://img528.imageshack.us/img528/8696/factory0004es1.th.jpg (http://img528.imageshack.us/my.php?image=factory0004es1.jpg)

indeed005
08-05-2007, 10:09 PM
This is a DoD:S map....
http://members.dodo.com.au/pklanham/DSS2.JPG

this is an old overview, with my notes still on it
http://members.dodo.com.au/pklanham/DSS1.JPG
download it at...
http://www.filefactory.com/file/5717fe
see if you can find where i put the occluders and areaportals

SourceSkyBoxer
08-09-2007, 01:24 PM
Nice map Geowil, did you model those statues/graves yourself?

Here's one of mine. Using VeryAngryBeaver's skybox. It's what I imagine a realistic moonbase or space station catwalk/hallway could be like. PM me if you want the map.

http://img521.imageshack.us/my.php?image=11731547481318ft23783mouz0.jpg
http://img521.imageshack.us/img521/4174/11731547481318ft23783mouz0.th.jpg
http://img113.imageshack.us/my.php?image=moonbasetube10002xu3.jpg
http://img113.imageshack.us/img113/6783/moonbasetube10002xu3.th.jpg
http://img138.imageshack.us/my.php?image=moonbasetube10001gs5.jpg
http://img138.imageshack.us/img138/7180/moonbasetube10001gs5.th.jpg
http://img354.imageshack.us/my.php?image=moonbasetube10000cg6.jpg
http://img354.imageshack.us/img354/3228/moonbasetube10000cg6.th.jpg

Cool designs and architectures :D I think maps, like sample for Natural Selection 2 or Natural Selection: Source

And another designs: :D
Here goes everything,

dys_tower_b57 (Dystopia Mod (http://dystopia-game.com/) v1)

http://lan24.us/dev/build57/~thumbnail.jpg
Screen Shot Archive (http://lan24.us/dev/build57/)

Level Background:
The mega corporation, iNPath, runs the fiber lines from various corporations, both big and small. They have been contracted by both the monopolizing industries as well as the revolutionists for their connections to the world wide web. It is rumored that iNPath has been intercepting connections and storing various bits of data and sending it to their corporate headquarters, in a part of town that was purchased by the entire corporation.

Quick Synopsys:
iNPath has stored highly confidential information on both monopolizing corporations as well as the fast rising punk resistance. iNPath has been planning to sell information that was intercepted by various punk resistance organizations to major security corporations in a blanket effort to wipe out all Punk resistance. Enough information has been gathered by Punk resistance forces to then lead a movement on iNPath to eliminate vital information and at the same time get information from iNPath on other monopolizing corporations.

How it Plays Out:
The Punk forces have restored a small portion of the subway transit system running to the nearby tower, they must stop the flow of information and redirect security forces by cutting the power to the building and secure a presence inside the tower before the defense system quarantines the building.
Corp forces have been pushed back to closely guard the executive floor, Punk forces must coordinate a rush to overpower the Corp forces long enough to hack into the security console to reconfigure their security clearance and remove Corp access to the building to secure a punk presence on the executive floor. A pair of hacked express elevators will transport the punks rapidly from the lobby to the executive floor.
Once a Punk presence is secured a secret passage from the executive level will take the Punks to the closely guarded mainframe. The punk forces must copy Corp data off of 6 servers then physically destroy them quickly to ensure that replication does not occur. Only when they are sure that the server is empty, can they destroy them.


Sound fun? Download Dystopia (http://dystopia-game.com/), then download my map (http://ingsoc-clan.net/files/dys_tower_build_57.zip)

Nice maps :D

And architecture!! :cool:
This map took me about 1 year to make. It is a TFC map that I never really released outside of my friends. There is more rooms than are displayed in these images. It includes a working turbo lift, Jeffreys tubes, 3 decks, as well as living quarters. The map is so complex, that I had to modify the compile tools to actually allow beyond the limits imposed for Half-Life engine maps at that time.

http://www.evolvedant.com/adam_aurora.jpg

Woah man, please turn that into a hl1 sp map (like USS Darkstar hehe)


FrostbiteX, You have right, i see that map like USS Darkstar. I know that mod for HL2. Sould we called ( = named) Darkstar: Source for HL2 ;)
Or Aurora: Source :D

I love that designed maps :). I want to build that nice design architecture - Mapping. lol

Bye Source SkyBoxer

Kev_Boy
08-10-2007, 11:18 AM
Mr. X welcomes you aboard Luftschiff Hindenburg... but you may never get out alive! :cool:

http://img.photobucket.com/albums/v252/Kev_Boy/The%20Ship%20Hindenburg/99_Percent_Complete.jpg

SourceSkyBoxer
08-10-2007, 04:07 PM
@Kev_Boy
Well map, Cool. That is a designed map :D
Sorry my map is not finally :(

Bye SourceSkyBoxer

BloodShed
08-11-2007, 08:53 AM
Here are some of my old maps

Arena_BS_DN39 for Sin Emergence (Arena mode)
A remake of "the stadium" from Duke Nukem 3D. it's pure chaos ^_^
http://www.blooddawn.dk/?Downloads:Sin_Emergence_maps:Arena_mode_maps
http://img60.imageshack.us/img60/6374/arenabsdn390005yj0.th.jpg (http://img60.imageshack.us/my.php?image=arenabsdn390005yj0.jpg) http://img129.imageshack.us/img129/2755/arenabsdn390000sc3.th.jpg (http://img129.imageshack.us/my.php?image=arenabsdn390000sc3.jpg) http://img129.imageshack.us/img129/1540/arenabsdn390001ri5.th.jpg (http://img129.imageshack.us/my.php?image=arenabsdn390001ri5.jpg)

Yard Wars For Dodgeball source mod
My crazy map which got an honorable mention in the dodgeball mapping contest :)
http://www.blooddawn.dk/?Downloads:Half_Life_2_maps:Dodgeball_mod
http://img288.imageshack.us/img288/2456/dbyardwars00031ff.th.jpg (http://img288.imageshack.us/my.php?image=dbyardwars00031ff.jpg) http://img288.imageshack.us/img288/2492/dbyardwars00047yj.th.jpg (http://img288.imageshack.us/my.php?image=dbyardwars00047yj.jpg)

C&C: Defence For SvenCoop (HL)
My Command & Conquer themed SvenCoop map
http://www.blooddawn.dk/?Downloads:Half_Life_maps:SvenCoop_maps
http://img263.imageshack.us/img263/7500/cncdefencev30006xk1.th.jpg (http://img263.imageshack.us/my.php?image=cncdefencev30006xk1.jpg) http://img519.imageshack.us/img519/2874/118543ssyn5.th.jpg (http://img519.imageshack.us/my.php?image=118543ssyn5.jpg) http://img262.imageshack.us/img262/7942/cncdefenceconstja2.th.jpg (http://img262.imageshack.us/my.php?image=cncdefenceconstja2.jpg)

FrostbiteX
08-11-2007, 02:24 PM
http://img253.imageshack.us/img253/6801/applepiezr3.jpg
rar and stuffs

DarkWasp
08-12-2007, 02:18 PM
Heres the crazy house in the Swamp


http://img.photobucket.com/albums/v335/DarkWasp/swampnew0002.jpg?t=1186948929

http://img.photobucket.com/albums/v335/DarkWasp/swampnew0004.jpg?t=1186949728

http://img.photobucket.com/albums/v335/DarkWasp/swampnew0003.jpg?t=1186949783

http://img.photobucket.com/albums/v335/DarkWasp/swampnew0001.jpg?t=1186949837

Its a lil incomplete but I moved that house to a new map, to get a fresh start performance-wise.

Chaos303
08-12-2007, 10:15 PM
Mr. X welcomes you aboard Luftschiff Hindenburg... but you may never get out alive! :cool:



That pretty awesome. What does it look like on the outside? :)

Ultima V|RUZ
08-19-2007, 12:58 PM
Damn it. You guys have 3000X the mapping skills I do. Bah, I need to try more complex things. I'm just afraid it'll lag my map out, even though I'm good about optimization.

vcool
08-19-2007, 02:55 PM
Its usually the other way around. You first learn to map good, then you learn optimisation.

But the again, depends on the person...

sixpakken
08-21-2007, 08:59 AM
optimization is a part of mapping good ;)

FrostbiteX
08-21-2007, 01:48 PM
http://img408.imageshack.us/img408/2837/caveni9.jpg
Old screenie

http://img521.imageshack.us/img521/3273/cavesns5.jpg
New one!

http://img503.imageshack.us/img503/9456/cavesson5.jpg
Newer one!!

http://img337.imageshack.us/img337/7523/caveglassah4.jpg
NewerER one!!!

Spider-Baby
08-21-2007, 04:55 PM
Old screenie

NewerER one!!!

dude, nice! looks very quake-ey. did you have trouble with the displacements on the ramp areas?

Ultima V|RUZ
08-21-2007, 05:30 PM
http://img408.imageshack.us/img408/2837/caveni9.jpg
Old screenie

http://img521.imageshack.us/img521/3273/cavesns5.jpg
New one!

http://img503.imageshack.us/img503/9456/cavesson5.jpg
Newer one!!

http://img337.imageshack.us/img337/7523/caveglassah4.jpg
NewerER one!!!

Hotness design! How did you get that sexy rocky look on the wall toward the ceiling? Displacements? Extra brushes?

FrostbiteX
08-21-2007, 05:46 PM
http://img441.imageshack.us/img441/3886/cave1xd4.jpg
http://img441.imageshack.us/img441/2853/cave2ne8.jpg

Better shots

@Spider-Baby: Nope, I made the displacements first then moved 'em up, and sewed 'em to the other displacments.

@Ultima V|RUZ: Obviously displacements :P


Info: I'm thinking of making this a small hl2dm map, and release the vmf along with the map :P

Ultima V|RUZ
08-21-2007, 06:12 PM
Whoa, when I wasn't logged in I could see the links without having to click them.

Now I have to click. :(

Displacements on walls... I haven't tried that yet.

FrostbiteX
08-21-2007, 06:30 PM
Rofl, Kids don't do what i did. Use info_player_start as a height reference, i just found out my entire map is way to big, so i just scaled it down, now have to fix every single texture in the map xD

Ultima V|RUZ
08-21-2007, 06:54 PM
Rofl, Kids don't do what i did. Use info_player_start as a height reference, i just found out my entire map is way to big, so i just scaled it down, now have to fix every single texture in the map xD

I've done the same thing and found out the same thing. From now on I use models as references.

FrostbiteX
08-22-2007, 06:41 PM
http://img511.imageshack.us/img511/6137/deunderneathml8.jpg

De_Underneath is born!

Dala-Jay*
08-22-2007, 06:51 PM
Looking good :)

Mkz
08-23-2007, 05:21 AM
remove the wood parts. doesnt fit in it. use metal or rock or something instead.

aaaand.. details, details, details, details....

nodnarb
08-23-2007, 09:03 AM
The wood on the top looks fine imo, but on the bottom I don't like it.

vcool
08-23-2007, 10:21 AM
The wood is ok.

Frostbite, no offense, but you are like a damn conveyor belt :/

You are always making a map at any given time...

nodnarb
08-23-2007, 10:24 AM
I just realized that the ceiling is wood, I don't like that much. But the wood beams are a good touch.

FrostbiteX
08-23-2007, 11:00 AM
I just realized that the ceiling is wood, I don't like that much. But the wood beams are a good touch.

Haha, isn't really a much better texture for the ceiling. To be honest, wood is really the only material I can find that looks good.

nodnarb
08-23-2007, 12:47 PM
Haha, isn't really a much better texture for the ceiling. To be honest, wood is really the only material I can find that looks good.

Why not continue the rock over the top, MORE DISPLACEMENTS! :D

FrostbiteX
08-23-2007, 12:51 PM
Why not continue the rock over the top, MORE DISPLACEMENTS! :D

Hahaha, maybe ;D

http://img404.imageshack.us/img404/2359/deunderneath0010000ru8.jpg

Aiyoros
08-25-2007, 02:52 PM
My real first map for source ^_^

This map really started back cs1.5 time, but with no ideas i stopped it (and lost it in a format)

name: de_sinnombre (de_unnamed, yeah, later the real name)
almost finished, just need to make the final compile with HDR

CTspawn
http://img208.imageshack.us/img208/8554/desinnombre0020dz3.th.jpg (http://img208.imageshack.us/my.php?image=desinnombre0020dz3.jpg)

BombSite A
http://img508.imageshack.us/img508/6441/desinnombre0021gp9.th.jpg (http://img508.imageshack.us/my.php?image=desinnombre0021gp9.jpg)

Near CTspawn
http://img411.imageshack.us/img411/5288/desinnombre0022du8.th.jpg (http://img411.imageshack.us/my.php?image=desinnombre0022du8.jpg)

"Middle"
http://img205.imageshack.us/img205/9016/desinnombre0024he0.th.jpg (http://img205.imageshack.us/my.php?image=desinnombre0024he0.jpg)
http://img258.imageshack.us/img258/7425/desinnombre0028oj4.th.jpg (http://img258.imageshack.us/my.php?image=desinnombre0028oj4.jpg)

BombSite B (yeah, that huge rock will splat you xD)
http://img256.imageshack.us/img256/1968/desinnombre0025yb7.th.jpg (http://img256.imageshack.us/my.php?image=desinnombre0025yb7.jpg)
http://img511.imageshack.us/img511/6140/desinnombre0030zw6.th.jpg (http://img511.imageshack.us/my.php?image=desinnombre0030zw6.jpg)

Tspawn
http://img517.imageshack.us/img517/5991/desinnombre0026wl8.th.jpg (http://img517.imageshack.us/my.php?image=desinnombre0026wl8.jpg)

Near Tspawn
http://img250.imageshack.us/img250/4783/desinnombre0027aq1.th.jpg (http://img250.imageshack.us/my.php?image=desinnombre0027aq1.jpg)

What do you think? :)

Nabruno
08-25-2007, 04:47 PM
My new background image :D

Still a W.i.P though

http://img174.imageshack.us/img174/7198/small0005ff6.jpg

R_Diaz
08-28-2007, 01:51 PM
Here's the first map of my upcoming single player mod. No combat goes on, it's sort of an introduction, the player will be unarmed here. There's heavy use of HDR and color correction on purpose; I'm hoping I can give some sort of a "movie" feeling to the overall experience with machinima and these cinematic effects.

http://img517.imageshack.us/img517/4357/stage010022nb5.th.jpg (http://img517.imageshack.us/my.php?image=stage010022nb5.jpg) http://img211.imageshack.us/img211/6005/stage010023ix3.th.jpg (http://img211.imageshack.us/my.php?image=stage010023ix3.jpg) http://img160.imageshack.us/img160/1069/stage010024dz3.th.jpg (http://img160.imageshack.us/my.php?image=stage010024dz3.jpg) http://img459.imageshack.us/img459/5498/stage010025mo3.th.jpg (http://img459.imageshack.us/my.php?image=stage010025mo3.jpg) http://img404.imageshack.us/img404/1035/stage010026ol1.th.jpg (http://img404.imageshack.us/my.php?image=stage010026ol1.jpg)

Spider-Baby
08-28-2007, 05:58 PM
diaz, flipping fantastic. the sepia toning perfectly compilments the whole eastern-bloc feel, very nice.

`G`
08-29-2007, 08:12 AM
early wip shots

http://img.photobucket.com/albums/v696/reeke/aocwip1.jpg

http://img.photobucket.com/albums/v696/reeke/aocwip2.jpg

Spider-Baby
08-29-2007, 03:47 PM
dude, g, what mod is that for?

`G`
08-29-2007, 04:48 PM
age of chivalry

Sgt.Sgt
09-02-2007, 01:47 PM
Heres a few.
http://img444.imageshack.us/img444/218/sunnyfields0007ys2.jpg
http://img524.imageshack.us/img524/6311/abandoned5copy.jpg
http://img524.imageshack.us/img524/7562/35630.jpg
http://img524.imageshack.us/img524/51/btmadmin0000sh1.jpg
http://img524.imageshack.us/img524/4821/14852a.jpg
http://img114.imageshack.us/img114/627/rpevocityv1dp0000xk9.jpg
http://img524.imageshack.us/img524/33/rpnightlifep0005qr1.jpg
http://img267.imageshack.us/img267/9186/evocitybannerthingycopyqx3.jpg
http://img48.imageshack.us/img48/8933/shpreviewfileeh3.jpg

Most of my work is building entire communities towns or cities in Hammer that should explain the lack of detail in some of my work. Others like that bat looking building were for SH:Ascension which fell apart. R.I.P. You can download many of my works from Facepunch and FPS Banana.

Snipergen
09-11-2007, 01:01 AM
Woops sorry i made an entire topic about my map before i saw this sticky, well anywayz

I want to share my new map with you guys, its my second one, and im damn proud of it. Next map im working on, de_bioshock (with custom models)
For now, enjoy de_sewers!

http://www.fpsbanana.com/maps/30330

http://titan.fpsbanana.com/ss/maps/thm_56385.jpg

http://titan.fpsbanana.com/ss/maps/thm_56386.jpg

http://titan.fpsbanana.com/ss/maps/thm_56387.jpg

http://titan.fpsbanana.com/ss/maps/thm_56389.jpg

http://titan.fpsbanana.com/ss/maps/thm_56388.jpg

Marcis
09-16-2007, 01:58 PM
Here's some pics of my FIRST map, only worked a couple of hours on it though... over like 5 months <.<. Didn't use the [img] code since the pics are 1024x768 and some might find it too big, I dunno. Also, "Aeon" is my alias at facepunch and PHW so that's why it says "aeon" in the pics

http://img.photojerk.com/Aeon/gm_back_alley0014.jpg
http://img.photojerk.com/Aeon/gm_back_alley0016.jpg
http://img.photojerk.com/Aeon/gm_back_alley0017.jpg
http://img.photojerk.com/Aeon/gm_back_alley0018.jpg
http://img.photojerk.com/Aeon/gm_back_alley0019.jpg
http://img.photojerk.com/Aeon/gm_back_alley0020.jpg

I'm far FAR away from finished and I gots loads of work yet to do. This means I won't be finished for a great while since I have school to attend to. And after seeing many of the maps in this thread I kinda feel lousy.

Also, this map is for comic making (gmod), maybe zombie hunt and DM. It's all easely fixed. Who knows, this might become a city block. I hope you like it at some grade

P.S. I changed the floor texture 5 times, this was still the most fitting

[BFTD]SlaYer
09-21-2007, 10:48 AM
Map I've made for the Zombie Master mod; http://www.zombiemaster.org/files.php

download link; http://www.zombiemaster.org/smf/index.php?topic=3843.0


http://static1.filefront.com/images/personal/r/Rilman/111353/cmfqooshik.thumb500.jpg

http://static1.filefront.com/images/personal/r/Rilman/111353/vuagligqdu.thumb500.jpg

http://static1.filefront.com/images/personal/r/Rilman/111353/zthaocxbvc.thumb500.jpg

http://static1.filefront.com/images/personal/r/Rilman/111353/vgqwbexudh.thumb500.jpg

Filbert2805
09-22-2007, 12:01 PM
this is a map i made a loong time ago (well about 2 years ago)

http://www.fpsbanana.com/maps/7920

its released, and i thought it was quite good, tho it has its issues and bugs, havea play see what u think, theres some screenies on that link aswel

Spider-Baby
09-23-2007, 09:47 PM
slayer, those are some of the best hedges i've aver seen, and those pillars look damn hard to make. did you have a lot of problems with invalid structures?

[BFTD]SlaYer
09-24-2007, 10:40 AM
The hedges are a model :)

the pillars weren't too bad tbh, took me quite a while to get them how i wanted them, lots of vertex manip, clip and nodraw :)

greenberg
09-24-2007, 02:39 PM
Here are the pics from my complete DOD:S map, Dod_Maussen. Features complex sewer, some custom models, and working clock-tower with crazy moving gears and junk inside (why not?).

http://i95.photobucket.com/albums/l145/greenbergz/World%20Design/dod_maussen3.jpg
http://i95.photobucket.com/albums/l145/greenbergz/World%20Design/dod_maussen2.jpg
http://i95.photobucket.com/albums/l145/greenbergz/World%20Design/dod_maussen4.jpg

Kester
09-25-2007, 05:44 AM
A couple of oldies.

http://www.conception-design.net/stuff/factory0000.jpg
http://www.conception-design.net/stuff/factory0000.jpg

http://www.conception-design.net/stuff/factory0002.jpg
http://www.conception-design.net/stuff/factory0002.jpg

Tower6
09-29-2007, 10:31 PM
http://www.belboz.cooldudes.co.uk/mod/pics/fstitchmain.jpg

Webpage of mod (http://www.belboz.cooldudes.co.uk/mod/index.html)

A single player mod for half-life 2

Sh4x
10-03-2007, 04:44 AM
I learned to map when I heard that Fortress Forever was coming out so this is my first map: you can download it and have more info at www.yannricher.com/ff

http://www.yannricher.com/ff/maps/ff_dropdown.jpg

bracken
10-04-2007, 03:46 PM
it's called garage (right now) but i didn't even include any screens of that area yet... enjoy:

http://www.trevorjmcmullin.com/images/temp/garageprevue01.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue02.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue03.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue04.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue05.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue06.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue07.jpg
http://www.trevorjmcmullin.com/images/temp/garageprevue08.jpg

i should mention that the lighting is very very very early and the level design is still missing two floors of one building plus prop buildings surrounding. and possibly an elevator shaft. and maybe... just maybe... a sewer route... but we'll see...

Hyncharas
10-08-2007, 03:03 PM
Getting back on the saddle can sometimes be uphill and while this isn't my first map, it's my first in 2 years so please bear with me...

http://img70.imageshack.us/img70/3921/ac1testmapmay22final001jg3.th.jpg (http://img70.imageshack.us/my.php?image=ac1testmapmay22final001jg3.jpg) http://img70.imageshack.us/img70/3728/ac1testmapmay22final002at1.th.jpg (http://img70.imageshack.us/my.php?image=ac1testmapmay22final002at1.jpg) http://img70.imageshack.us/img70/7474/ac1testmapmay22final004nf3.th.jpg (http://img70.imageshack.us/my.php?image=ac1testmapmay22final004nf3.jpg)

http://img70.imageshack.us/img70/1548/ac1testmapmay22final008rr9.th.jpg (http://img70.imageshack.us/my.php?image=ac1testmapmay22final008rr9.jpg) http://img70.imageshack.us/img70/8150/testmapworkspacedd6.th.jpg (http://img70.imageshack.us/my.php?image=testmapworkspacedd6.jpg)

Ok, first things first: this map isn't entirely mine -- it was part of a group-project so there were two of us working on it and, as a result, a few scripted areas weren't put in by me (the Manhack Turrets, the Collapsible Scaffold and the Zero-Point Chambers).

Everything else, however, is mine and the level took a little over a month to do; after I had to re-learn what I had forgotten after so long. The Strider also follows a path around the map, as does one of the guards in a "back and forth" patrol... the final image is a shot from Hammer showing how big it is!

jagshrapnel
10-09-2007, 05:02 AM
Here is my CTF/CP Hybrid map.

Objective: Activate your security shield at the Powerhouse, only one teams shield can be active at any time!
While the enemies shield is down go capture their intelligence.

Note:
Before you start flaming me I am aware there are things to fix and some of those things will require the SDK before I can fix them.
I hope they include more cel-style textures too.

I would like the help of anyone who can optimise maps using hint brushes and func_occluders, if youre good at this please message me (anyone at Valve?)

Constructive criticism welcome :)

Unzip the map into your
C:\Program Files\Steam\SteamApps\NAME\team fortress 2\tf\maps

It can be downloaded at:

http://s90652007.onlinehome.us/tf2/ctf_powerhouse_beta.zip (http://s90652007.onlinehome.us/tf2/ctf_powerhouse_beta.zip)
http://rapidshare.com/files/61283386/ctf_powerhouse_beta.zip.html

Image links...
ctf_powerhouse_001.jpg (http://s90652007.onlinehome.us/tf2/ctf_powerhouse_001.jpg)
ctf_powerhouse_002.jpg (http://s90652007.onlinehome.us/tf2/ctf_powerhouse_002.jpg)
ctf_powerhouse_003.jpg (http://s90652007.onlinehome.us/tf2/ctf_powerhouse_003.jpg)
ctf_powerhouse_004.jpg (http://s90652007.onlinehome.us/tf2/ctf_powerhouse_004.jpg)

Karlos_Modder
10-09-2007, 05:47 AM
Some early pics of a Garry's Mod Map.
http://img502.imageshack.us/img502/3575/hl22007091121172169hh6.th.jpg (http://img502.imageshack.us/my.php?image=hl22007091121172169hh6.jpg)
http://img527.imageshack.us/img527/7931/hl22007091121170518kf0.th.jpg (http://img527.imageshack.us/my.php?image=hl22007091121170518kf0.jpg)
http://img101.imageshack.us/img101/7427/morepics4nw6.th.jpg (http://img101.imageshack.us/my.php?image=morepics4nw6.jpg)
http://img208.imageshack.us/img208/347/morepics3kc7.th.jpg (http://img208.imageshack.us/my.php?image=morepics3kc7.jpg)
http://img299.imageshack.us/img299/8929/skullcapv33dp8.th.jpg (http://img299.imageshack.us/my.php?image=skullcapv33dp8.jpg)
http://img525.imageshack.us/img525/7479/skullcapv29ak4.th.jpg (http://img525.imageshack.us/my.php?image=skullcapv29ak4.jpg)
http://img133.imageshack.us/img133/2286/skullcapv28ou5.th.jpg (http://img133.imageshack.us/my.php?image=skullcapv28ou5.jpg)
http://img516.imageshack.us/img516/4803/skullcapv27he1.th.jpg (http://img516.imageshack.us/my.php?image=skullcapv27he1.jpg)
http://img254.imageshack.us/img254/6420/skullcapv26qp9.th.jpg (http://img254.imageshack.us/my.php?image=skullcapv26qp9.jpg)
http://img503.imageshack.us/img503/8374/morepics5vy2.th.jpg (http://img503.imageshack.us/my.php?image=morepics5vy2.jpg)

FrostbiteX
10-15-2007, 07:00 PM
http://oxihosting.com/files/100/Portal/thumbs/jake0010000.jpg (http://oxihosting.com/files/100/Portal/jake0010000.jpg)
http://oxihosting.com/files/100/Portal/thumbs/jake0010001.jpg (http://oxihosting.com/files/100/Portal/jake0010001.jpg)
http://oxihosting.com/files/100/Portal/thumbs/jake0010002.jpg (http://oxihosting.com/files/100/Portal/jake0010002.jpg)
http://oxihosting.com/files/100/Portal/thumbs/jake0010003.jpg (http://oxihosting.com/files/100/Portal/jake0010003.jpg)
http://oxihosting.com/files/100/Portal/thumbs/jake0010004.jpg (http://oxihosting.com/files/100/Portal/jake0010004.jpg)
http://oxihosting.com/files/100/Portal/thumbs/jake0010005.jpg (http://oxihosting.com/files/100/Portal/jake0010005.jpg)

Mmm, dunno if I should release this, it isn't exactly fun.

Kyleman
10-16-2007, 12:22 PM
Hi, This is a DOD: S map I made. Check it out.

Download link: http://files.filefront.com/dod+orange+battlezip/;8371886;/fileinfo.html

http://img99.imageshack.us/img99/5109/23032819fu9.th.jpg (http://img99.imageshack.us/my.php?image=23032819fu9.jpg)


http://img99.imageshack.us/img99/7027/39444017fa5.th.jpg (http://img99.imageshack.us/my.php?image=39444017fa5.jpg)


http://img99.imageshack.us/img99/1839/16931582rq7.th.jpg (http://img99.imageshack.us/my.php?image=16931582rq7.jpg)


http://img99.imageshack.us/img99/459/67103797xj9.th.jpg (http://img99.imageshack.us/my.php?image=67103797xj9.jpg)

Chaos303
10-16-2007, 05:21 PM
Due to the release of TF2 iv decided to convert TFC 2fort to TF2. What I did was decompile 2fort so I could use it as a guide, and then remade every single brush by hand (the error brushes were fixed obviously) That way when the map is finished it will be a perfect conversion down to the last brush. :)

Ill get some screens up tonight.

The_Ugly_Chief
10-16-2007, 05:37 PM
i think it was 2 days ago i released my Portal map which already has 600 downloads and is rated 8.4 average with 5 votes on half-life2 filefront.

Link to information and download (http://halflife2.filefront.com/file/Portal_Facility_Map;83668)
Picture 1 (http://screenshots.filesnetwork.com/110/files2/83668_1.jpg)
Picture 2 (http://screenshots.filesnetwork.com/110/files2/83668_2.jpg)
Picture 3 (http://screenshots.filesnetwork.com/110/files2/83668_3.jpg)
Picture 4 (http://screenshots.filesnetwork.com/110/files2/83668_4.jpg)

zigg
10-17-2007, 04:18 AM
Due to the release of TF2 iv decided to convert TFC 2fort to TF2. What I did was decompile 2fort so I could use it as a guide, and then remade every single brush by hand (the error brushes were fixed obviously) That way when the map is finished it will be a perfect conversion down to the last brush. :)

Ill get some screens up tonight.

Just curious, but why does there need to be a 'perfect' conversion? All the classes speeds are hugely different, you RJ different heights, etc. Seems like a nostalgia hit at the cost of throwing all the gameplay right out the window.

The_Ugly_Chief
10-17-2007, 04:44 AM
There would be differences of course... i bet.

Chaos303
10-19-2007, 04:27 PM
:eek:

Source SDK has done it again! I just went on today to work on the 2fort map and my TF2 maps mod is gone from the dropdown list. Does anyone know how to get it back?

The_Ugly_Chief
10-19-2007, 04:56 PM
That happened to me a few times as well, it's REALLY annoying.

mutabulis
10-19-2007, 10:36 PM
wow and I thought I was detailed....well, I was compared to my cs 1.6 work... this make my little first tf2 map I'm making look like dog poopies :)

fourtecks
10-19-2007, 11:43 PM
I set my gameconfig.txt file to read only after adding a game or modifying things. Also keep a backup just in case. Though you will need to unlock it again for whenever they do add the official sdk stuff.

FrostbiteX
10-20-2007, 01:34 PM
Boredom + Bad Texture Choices = This.

http://oxihosting.com/files/100/Wall001.jpg
http://oxihosting.com/files/100/Wall002.jpg
http://oxihosting.com/files/100/Wall_Layout.jpg

Nizzem
10-21-2007, 02:41 AM
My first map

http://files.filefront.com/gg+mk+BoxFortbsp/;8849021;/fileinfo.html

I made it with the counter strike source gun game in mind. It's very simple and based on a Mario Kart battle level. This map got me really familiar with the tools and I think i'm going to make an objective based map next.

feedback wanted just pm me.

predulus
10-21-2007, 07:19 PM
My first map

http://files.filefront.com/gg+mk+BoxFortbsp/;8849021;/fileinfo.html

I made it with the counter strike source gun game in mind. It's very simple and based on a Mario Kart battle level. This map got me really familiar with the tools and I think i'm going to make an objective based map next.

feedback wanted just pm me.Nizzem, if you are hoping people will download your map, you should probably post a couple of screenshots so they know whether to bother.

Regards.

Cdsand
10-22-2007, 12:00 AM
This is what I've been working on for TF2. I can't release anything until the official sdk update, but here's a preview since it is almost done.

CTF_Smallfort is a nice cozy little capture the intel map. Good for quick chaotic games (My favorite!)

http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort6.jpg

http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort4.jpg

One feature is that players can shoot a switch to turn off a base's lights:
-----------------------------------------------------------------
http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort3.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort5.jpg
-----------------------------------------------------------------

http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort2.jpg
http://img.photobucket.com/albums/v120/Cdsand/ctf_smallfort1.jpg

If you wish to try out the current version, simply PM me and I'll email it or something.

Nizzem
10-22-2007, 10:47 AM
Alright I've made some significant changes since my last post and this time I got some screen shots. It's still designed for Counter Strike Source's Gungame. PM me any feedback.

http://img204.imageshack.us/img204/4606/mariokartboxfortxz8.th.jpg (http://img204.imageshack.us/my.php?image=mariokartboxfortxz8.jpg)
http://img90.imageshack.us/img90/7457/ggfyboxfort0001cl6.th.jpg (http://img90.imageshack.us/my.php?image=ggfyboxfort0001cl6.jpg)
http://img101.imageshack.us/img101/5674/ggfyboxfort0000ms9.th.jpg (http://img101.imageshack.us/my.php?image=ggfyboxfort0000ms9.jpg)

R_Diaz
10-22-2007, 01:32 PM
Some more stuff..

http://img99.imageshack.us/img99/5718/madrid001pc6.jpg

http://img136.imageshack.us/img136/2785/stage060026in6.jpg

sotapoika
10-23-2007, 09:42 AM
R_Diaz why did you make it blurry on those screenshots? :) Anyway, that map looks F*CKING awesome! :D Show more pics....

R_Diaz
10-23-2007, 09:58 AM
R_Diaz why did you make it blurry on those screenshots? :) Anyway, that map looks F*CKING awesome! :D Show more pics....

The map is from a mod, and I just love Ep.2's motion blur. To me, it makes things look so realistic. Anyways, I'm not trying to hide anything with that blur, lol. Here's a screenshot of the same area without blur and with some added detail. This is the sixth map for the mod so far, and it's still very small (just a couple streets so far) so I don't really have many more areas to show ;) The other maps are being retextured (been making some building photographs), so I'm not gonna show 'em yet.

http://xs120.xs.to/xs120/07432/bishofeo.jpg

vecima
10-23-2007, 11:09 AM
wow, that looks incredible! any public info about the mod yet?

also, what percentage would you say is custom textures?

vcool
10-23-2007, 11:22 AM
R_Diaz - very nice.

That makes it so awesome though is the fact that you've made the buildings 3D, instead of just making a flat texture that looks like the side of the building.

R_Diaz
10-23-2007, 12:03 PM
Not much info on the mod yet. It's a one-man project and things go slow. All I have is this (http://developer.valvesoftware.com/wiki/The_Next_Life). When I have enough stuff ready, I might make a website and all that. :)

There are few custom textures right now, I need to go out with my camera again and make some more.

The buildings are 3D because I'm working with a higher performance budget than HL2, and having a single texture with all the balconies and windows is lame. Actually, I'm working with Ep. 2 framerate budgets. :)

vcool
10-23-2007, 12:33 PM
having a single texture with all the balconies and windows is lame. Actually, I'm working with Ep. 2 framerate budgets. :)

That's exactly what I think too.

Keep up the good work, I will be sure to play it :)

sniper313
10-23-2007, 10:15 PM
I didn't see a subfourm call "maps" in source engine games but I have released a Portal map. You can see screen shots, videos, and download it at http://www.fpsbanana.com/maps/36604


I wish people didnt post full size pics here. Thumbnails have a purpose.

Cdsand
10-28-2007, 10:24 PM
My new TF2 map is ready and raring(is that how you spell that?) to find a home on someone's custom map server.

Cp_Camp_Crossover http://www.fpsbanana.com/maps/37272

predulus
10-30-2007, 10:22 AM
Here's a couple of screenies from beta 1 of my first TF2 map, cp_floodway_b1.

You can get it over at fpsbanana. http://www.fpsbanana.com/maps/37379

http://hedra.fpsbanana.com/ss/maps/74773.jpg

http://hedra.fpsbanana.com/ss/maps/74778.jpg

FrostbiteX
11-03-2007, 01:29 PM
http://oxihosting.com/files/100/Game%20Screenshots/wall0001.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0002.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0003.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0004.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0005.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0006.jpg
http://oxihosting.com/files/100/Game%20Screenshots/wall0007.jpg

A map I'm working on outta boredom. It's suppose to be set in a Ravenholm type environment except a bit more rural. This is just a small set of buildings some rebels are hiding out in.

vecima
11-03-2007, 11:34 PM
looks nice!

put a handrail on them stairs ;)

ClanFever
11-05-2007, 03:46 AM
I suck at detail like that. Just little things like decals or extra props like milk cartons or just a slight slope in the wall makes a huge difference. And I fail at it.

sixpakken
11-05-2007, 03:24 PM
http://www.sixpakken.com/Mapping/de_diesel/screenshot1.jpg



My first CSS map is done take a look :)



More Shots/download here http://www.fpsbanana.com/maps/screens/37644?img=http://hedra.fpsbanana.com/ss/maps/75608.jpg


-sixpakken

switchblade123
11-06-2007, 10:54 PM
hey guys. this is my first map. Its inspired by the movie "Cube".

Heres some screenshots from the movie itself.

http://img141.imageshack.us/my.php?image=9928258614747783.jpg
http://img141.imageshack.us/my.php?image=6312298321920632.jpg

and heres my map.

http://img228.imageshack.us/my.php?image=cube50000.jpg
http://img228.imageshack.us/my.php?image=cube50002.jpg
http://img402.imageshack.us/my.php?image=cube50010gm5.jpg
the structure is made carefully (to make it all as even as possible). the whole map is made up of 3x3x3 of those rooms making a cube. there is 2 extra cubes that revolve around th whole outside of the structure.

http://img228.imageshack.us/my.php?image=cube50003.jpg
http://img228.imageshack.us/my.php?image=cube50006.jpg
http://img228.imageshack.us/my.php?image=cube50007.jpg

they move at the same time every 60sec's. when they are in place they form a bridge (also from the movie) to a secret area thats full of weapons and it also over looks the structure from the outside, and has a teleport to get back inside the cube easy.

Confidence Man
11-09-2007, 08:09 AM
So now that everything is working I've got my map almost ready. I've just got to set up timers and stuff. Is there anywhere that explains exactly how to do that?

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder01.jpg

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder02.jpg

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder03.jpg

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder04.jpg

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder05.jpg

http://img.photobucket.com/albums/v95/Confidence-Man/TF2/ctf_crossunder06.jpg

zigg
11-09-2007, 02:31 PM
So now that everything is working I've got my map almost ready. I've just got to set up timers and stuff. Is there anywhere that explains exactly how to do that?

I haven't seen one. You should probably just take a look at vmex'd 2fort and go through the entities list. Look at the logic stuff, point masters etc

switchblade123
11-09-2007, 08:02 PM
I haven't seen one. You should probably just take a look at vmex'd 2fort and go through the entities list. Look at the logic stuff, point masters etc

try the logic_timer entitle. I use it for shifting rooms in my map. it will set to go off once at a specific time of it can be repetitive. or you can use a trigger for it.

slayer20
11-10-2007, 12:12 AM
Here's mine!

http://www.youtube.com/watch?v=hwD1LShR-eM

It's still in development...it's gonna need lots of work and detail added to it.

Short_Circuit
11-10-2007, 12:58 AM
Here's mine!

http://www.youtube.com/watch?v=hwD1LShR-eM

It's still in development...it's gonna need lots of work and detail added to it.

Nicely done. Keep it up. http://forums.steampowered.com/forums/v_images/icons/icon14.gif

kewlnick12
11-11-2007, 09:20 AM
Here is a map that I started and never finished.So i only have one image

http://img159.imageshack.us/img159/2472/as10000br0.jpg

cinnamon whirl
11-11-2007, 10:18 AM
Here's mine!

http://www.youtube.com/watch?v=hwD1LShR-eM

It's still in development...it's gonna need lots of work and detail added to it.

Looks good so far. nice atmosphere! I didnt like the texture on the stairs much though, they looked flimsy and hard to see (might have been youtube though :) )

kewlnick12
11-13-2007, 07:49 PM
Ok here is a map I was working on and still working on

http://youtube.com/watch?v=cDohEF-BPs0

Rockn-Roll
11-14-2007, 02:59 AM
Here's something that I'm going to use in my TF2 Training Steam Community Group (http://steamcommunity.com/groups/TF2Training) to assist in training players in rocket and sticky jumping.

http://Rockn.ShackSpace.com/TF2/tf2trainingjumping0000.jpg
http://Rockn.ShackSpace.com/TF2/tf2trainingjumping0002.jpg

You can get it at Rockn.ShackSpace.com/TF2/TF2TrainingJumping.zip (http://Rockn.ShackSpace.com/TF2/TF2TrainingJumping.zip)

Mystman|666
11-14-2007, 04:22 AM
Here's something that I'm going to use in my TF2 Training Steam Community Group (http://steamcommunity.com/groups/TF2Training) to assist in training players in rocket and sticky jumping.

You can get it at Rockn.ShackSpace.com/TF2/TF2TrainingJumping.zip (http://Rockn.ShackSpace.com/TF2/TF2TrainingJumping.zip)

Nice idea!

For a future version, Maybe you can also mark some "standard heights" on the walls (trains on well, battlements on 2fort, a few of the essential jumps on gravelpit, etc..). Would make practicing your jump height for those specific jumps a lot easier. (you don't want to rocket yourself into the skybox when you just want to go and spawncamp blue on gravelpit..)

Rockn-Roll
11-14-2007, 01:45 PM
Good point. But, I will be using the actual maps for those instances. This map is only for developing the skill required to jump...when a player has gone through Basic Training (http://steamcommunity.com/groups/TF2TrainingBasicTraining) they move to Map Tactics (http://steamcommunity.com/groups/TF2TrainingMapTactics) where the situations you indicate are required.

The focus on this map is to help players develop the skills. This is just for jumping...and was the easiest to make. I'll work on a double jump map for the scout next...require the player to change directions in mid-air and land at a higher elevation from the start of the jump...that kind of thing.

phimuskapsi
11-16-2007, 09:52 PM
AIM-Facing_Worlds (made a CS Version of the famous UT map)

http://i10.photobucket.com/albums/a109/phimuskapsi/ng_facing_worlds0003.jpg

http://i10.photobucket.com/albums/a109/phimuskapsi/ng_facing_worlds0004.jpg

http://i10.photobucket.com/albums/a109/phimuskapsi/ng_facing_worlds0000.jpg

http://i10.photobucket.com/albums/a109/phimuskapsi/ng_facing_worlds90002.jpg

I have more lots more :-P

Strange Attract
11-19-2007, 08:45 PM
There are some out of date non-hdr shots of the first area of a single-player map pack I'm working on. ETA 2010 at the current rate lol.

http://img.photobucket.com/albums/v163/b1ade_Runner/Hlaf-life/20005.jpg

http://img.photobucket.com/albums/v163/b1ade_Runner/Hlaf-life/20000.jpg
The building on the left has been reworked ^ In fact this whole shot is much different now.

http://img.photobucket.com/albums/v163/b1ade_Runner/Hlaf-life/1-10001.jpg

http://img.photobucket.com/albums/v163/b1ade_Runner/Hlaf-life/10004.jpg

dissonance
11-20-2007, 06:33 PM
http://xs120.xs.to/xs120/07432/bishofeo.jpgDiaz... wow. Simply 'wow.' This is beyond incredible. I registered just to compliment you: this is one of the best looking Source maps I've ever seen, Valve-made or not. I understand (personally) how hard a one-man project can be - keep up the good work. I'm defiantly waiting for this one to be released.
Might I invite you over to interlopers.net? You'd love it.

DarkShade9
11-20-2007, 09:27 PM
I used references from city by Ruskprick and actcity2 CryptR to make a new control point map!

http://hosted.filefront.com/Darkshade9/

http://img210.imageshack.us/img210/6262/cpcityv20005ty2.th.jpg (http://img210.imageshack.us/my.php?image=cpcityv20005ty2.jpg)
http://img261.imageshack.us/img261/223/cpcityv20000no0.th.jpg (http://img261.imageshack.us/my.php?image=cpcityv20000no0.jpg)
http://img254.imageshack.us/img254/6632/cpcityv20001aj6.th.jpg (http://img254.imageshack.us/my.php?image=cpcityv20001aj6.jpg)
http://img267.imageshack.us/img267/9109/cpcityv20002tk8.th.jpg (http://img267.imageshack.us/my.php?image=cpcityv20002tk8.jpg)
http://img263.imageshack.us/img263/966/cpcityv20003fg3.th.jpg (http://img263.imageshack.us/my.php?image=cpcityv20003fg3.jpg)
http://img410.imageshack.us/img410/4950/cpcityv20004cc6.th.jpg (http://img410.imageshack.us/my.php?image=cpcityv20004cc6.jpg)

vcool
11-21-2007, 04:25 AM
Diaz... wow. Simply 'wow.' This is beyond incredible. I registered just to compliment you: this is one of the best looking Source maps I've ever seen, Valve-made or not. I understand (personally) how hard a one-man project can be - keep up the good work. I'm defiantly waiting for this one to be released.
Might I invite you over to interlopers.net? You'd love it.

Hey dissonance :)

dissonance
11-21-2007, 10:02 AM
Hey dissonance :)Howdy there.

Rockn-Roll
11-24-2007, 07:43 AM
I've updated my training map with practice lanes. The lanes come with height indicators and reset switches. The indicator is recording the maximum height of a wall that the player can jump over...1 wall unit = 32 map inches.

I used a trigger_proximity which is the same length as the lane with an info_target at the bottom for the zero reference. It sends position information of the player to a logic_compare which checks to see if the player is higher than before, and if so then moves a func_movelinear to indicate the new max height and also sets the new comparison value in itself. The reset switch sets the comparison value of the logic_compare to 0 and sets a new valuecompare of .01 as well as set the position of the func_movelinear to 0...the logic_compare seemed reluctant to fire off an output when I only set the comparison value to 0 and valuecompare to .01, so I also force the func_movelinear to a reset position for those times that the output doesn't get fired.

http://rockn.shackspace.com/TF2/tf2trainingjumpingv6.jpg

My next update is planned to darken the walls more and put lights in the lanes with a bright light under the height indicators.

warban
11-25-2007, 05:05 AM
First attempt at a map.
Its planed as a forward attack capture point map in which blue is allways attacking while red is defending.

http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1230000.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1220000.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1200000.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1190006.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1150000.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1260001.jpg
http://i231.photobucket.com/albums/ee3/warban/tooltown_adetail1290001.jpg

Hope to have it finished in the next few weeks.

Grippy
11-25-2007, 06:10 AM
Nice first map Warban !

A screenshot of a map for dods on which I work :

http://grippy.free.fr/images/concours_dod_france/aim_dod250007.jpg

kewlnick12
11-25-2007, 11:09 AM
Nice work Grippy.I was looking at that porch light over there and maybe I could suggest to maybe use an enviroment_sprite to make it look like its on.Because with jus the model it looks like its off yet there is light coming from it.Also I think the light needs to be brighter I think.Just a bit so you can see it shining on the ground.Other than that looing good.

Techno-Man
11-25-2007, 11:36 AM
http://i74.photobucket.com/albums/i261/Mr-Photo/aperture_test_00010.jpg
http://i74.photobucket.com/albums/i261/Mr-Photo/aperture_test_00011.jpg

My new portal map I'm making.

kewlnick12
11-25-2007, 12:33 PM
hmm looks good to me

gibbonofdoom
11-28-2007, 02:51 AM
Hey everyone. I've started on a proper remake of Avanti for Team Fortress2. Later, maybe today, I'll sort out a development log on the Dev Wiki. But for now, here's a quick teaser screenshot of the first capture point:

http://img01.picoodle.com/img/img01/5/11/28/f_cpavanti000m_0e22ada.png

warban
11-28-2007, 02:52 PM
cp_tooltown_6 is now live
http://www.fpsbanana.com/maps/39961

R_Diaz
12-03-2007, 05:24 PM
Diaz... wow. Simply 'wow.' This is beyond incredible. I registered just to compliment you: this is one of the best looking Source maps I've ever seen, Valve-made or not. I understand (personally) how hard a one-man project can be - keep up the good work. I'm defiantly waiting for this one to be released.
Might I invite you over to interlopers.net? You'd love it.

Hey, sorry for the late reply. I've been experimenting with Unreal Engine 3 (need to know as many engines as possible if I want a job on this) and my Source stuff was on standby, but I've retaken it today. Hope to bring this to you people soon. Also, I've just realised a single player mod is too much for a single man, so it's gonna be more of a series of maps that I'll regularly release.

Thanks for the compliments. I might stop by Interlopers from time to time :)

By the way, some new stuff I've done on the map today: new color correction, added detail and the inside of a building. I hope they're not too dark for you to see.

http://img148.imageshack.us/img148/1619/nueva1gk7.th.jpg (http://img148.imageshack.us/my.php?image=nueva1gk7.jpg) http://img155.imageshack.us/img155/4549/nueva2ac2.th.jpg (http://img155.imageshack.us/my.php?image=nueva2ac2.jpg) http://img155.imageshack.us/img155/8405/nueva3nu6.th.jpg (http://img155.imageshack.us/my.php?image=nueva3nu6.jpg) http://img412.imageshack.us/img412/7049/madriz003oh1.th.jpg (http://img412.imageshack.us/my.php?image=madriz003oh1.jpg)

↓ Zachary ↓
12-08-2007, 03:34 PM
Map/Mod Is Looking Great R_Diaz Hope You Keep It Going.

shuy3n
12-09-2007, 04:18 PM
Hey, sorry for the late reply. I've been experimenting with Unreal Engine 3 (need to know as many engines as possible if I want a job on this) and my Source stuff was on standby, but I've retaken it today. Hope to bring this to you people soon. Also, I've just realised a single player mod is too much for a single man, so it's gonna be more of a series of maps that I'll regularly release.

Thanks for the compliments. I might stop by Interlopers from time to time :)

By the way, some new stuff I've done on the map today: new color correction, added detail and the inside of a building. I hope they're not too dark for you to see.

http://img148.imageshack.us/img148/1619/nueva1gk7.th.jpg (http://img148.imageshack.us/my.php?image=nueva1gk7.jpg) http://img155.imageshack.us/img155/4549/nueva2ac2.th.jpg (http://img155.imageshack.us/my.php?image=nueva2ac2.jpg) http://img155.imageshack.us/img155/8405/nueva3nu6.th.jpg (http://img155.imageshack.us/my.php?image=nueva3nu6.jpg) http://img412.imageshack.us/img412/7049/madriz003oh1.th.jpg (http://img412.imageshack.us/my.php?image=madriz003oh1.jpg)
Breathtakingly awesome awesome dude

famaliden
12-11-2007, 03:35 PM
Hey everyone. I've started on a proper remake of Avanti for Team Fortress2. Later, maybe today, I'll sort out a development log on the Dev Wiki. But for now, here's a quick teaser screenshot of the first capture point:

I seriously hope you rethink your approach abit here. It looks great, dont get me wrong, but my god, how many maps are gonna be themed exactly the same way. Its mainly valve's fault with the lack of textures and models for TF2, but if I were you I would try to get someone to make you some custom textures for this badboy. There would be plenty of people that would want to help out with this map since its such a great map. If you are not in any type of mapping community that can get you assets give me a shout over at the CGC www.cgc-online.net. We are currently working on Rock2 and got a few guys helping us out with custom stuff and Im sure they would be glad to give you a helping hand with this map.

cinnamon whirl
12-12-2007, 04:24 PM
Just 1 image at the moment, from my first TF2 map, imaginatively title "spygun":

http://img229.imageshack.us/img229/8168/spygun01ze5.th.jpg (http://img229.imageshack.us/my.php?image=spygun01ze5.jpg)

ReddFoxx
12-14-2007, 01:46 PM
here is a map I made for Tf2
http://tf2.mhells.com/downloads/tf2/maps/duel_stadium.jpg
if you'd like to down load and play it go here:
http://tf2.mhells.com/downloadstf2.php

Snipergen
12-14-2007, 05:10 PM
hl2 textures+no cubemaps!!!!!!!!!! aaaaaaarghhhh

sadist
12-17-2007, 11:59 AM
Dm_Freerunner

This is a map designed with the sport of Freerunning in mind, so that players can run, jump and bunnyhop accross buildings, rootops, window to window and ledge to ledge.

Infact, this way of travelling the map is highly recommended as it is tactically rewarding to use the special jumps to outwit opponents.

The map is hosted on the Council Server IP 217.163.26.17:27015

Read more here: http://hl2mapping.30.forumer.com/index.php?showtopic=193

Download Link : http://www.mediafire.com/?dtpxdzyfgvz

Any comments or questions or anyone wishing to host just ask.

http://i66.photobucket.com/albums/h249/nebo_01/dm_freerunner0002.jpg
http://i66.photobucket.com/albums/h249/nebo_01/dm_freerunner0005.jpg
http://i66.photobucket.com/albums/h249/nebo_01/dm_freerunner0004.jpg

predulus
12-17-2007, 07:10 PM
http://img214.imageshack.us/img214/1509/cpoverflowadanimls0.gif

Latest beta release of my Team Fortress 2 map, Overflow.

=================================================

cp_overflow_b4 - Based around a Japanese river floodway system.

=================================================


http://img100.imageshack.us/img100/8366/cpoverflow6at4800x600sj1.jpg


http://img207.imageshack.us/img207/4175/862231800x600yq9.jpg



LOOK AT MORE SCREENIES AND/OR DOWNLOAD HERE (http://www.fpsbanana.com/maps/41365).



.

HoundDawg
12-17-2007, 08:10 PM
My first TF2 map... and quickest through the process (10 days) to final:

http://www.dawgpaw.com/images/tf2/cp_meleebarn_1.jpg

http://www.dawgpaw.com/images/tf2/cp_meleebarn_2.jpg

http://www.dawgpaw.com/images/tf2/cp_meleebarn_3.jpg

Available at FPSBanana here (http://www.fpsbanana.com/maps/41368).

thelonesoldier
12-17-2007, 08:25 PM
I am neither good nor creative at level design, but...

http://img.photobucket.com/albums/v210/thelonesoldier/test0014.jpg
http://img.photobucket.com/albums/v210/thelonesoldier/test0016.jpg
http://img.photobucket.com/albums/v210/thelonesoldier/test0019.jpg
http://img.photobucket.com/albums/v210/thelonesoldier/test0020.jpg

warban
12-24-2007, 03:58 AM
http://image.hazardstrip.com/ss/maps/87418.jpg

http://www.fpsbanana.com/maps/41860
cp_spyhard_b1

Cp_dustbowl style.

5UB
12-24-2007, 04:50 AM
Some really good maps here guys, keep it up!

Chazman
12-26-2007, 12:40 PM
Hey everyone. I'd like to get my map out in the open and playtested. It's called 2castle, as you might have guessed the basic idea is two castles facing each other, however it's a hybrid of capture the flag and control point gameplay. To score a point, a team must capture the control point in the enemies castle to open the doors to their intelligence room. The intelligence must then be retrieved and taken back to the attackers control point.

I've spent a very long time tweaking the map to make the gameplay as balanced as possible.

Screenshots:

http://www.fancypantsadventures.com/tf/b1_shots/thumbs/1t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/1.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/2t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/2.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/3t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/3.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/4t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/4.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/5t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/5.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/6t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/6.jpg)
http://www.fancypantsadventures.com/tf/b1_shots/thumbs/7t.jpg (http://www.fancypantsadventures.com/tf/b1_shots/7.jpg)

It's a fun level. It can be found, zipped up, here:

http://www.fancypantsadventures.com/tf/maps/cpctf_2castle_b1.bsp.bz2

I hope you like it! I can be reached through the steam ID ChazRobinson.

Atomic_Link
12-27-2007, 06:55 AM
The beginning works of Narshe. Just ran this as a test compile last night to see how that house looked.
http://img176.imageshack.us/img176/7075/narshe0000uh3vw9ge6.th.jpg (http://img176.imageshack.us/img176/7075/narshe0000uh3vw9ge6.jpg)

5UB
12-27-2007, 08:04 AM
Atomic, that looks really nice. Very mysterious ;)

wisemx
12-27-2007, 08:06 AM
Dm_Freerunner

This is a map designed with the sport of Freerunning in mind, so that players can run, jump and bunnyhop accross buildings, rootops, window to window and ledge to ledge.

Infact, this way of travelling the map is highly recommended as it is tactically rewarding to use the special jumps to outwit opponents.



...That's a very cool idea for a map. :cool:

-=GambiT=-
12-27-2007, 10:37 AM
Game: Fortress Forever
Map Name: FF_RedGiant
Game Type: Capture the Flag
Made By: Kevin "Gustavo" Edwards for TFC(original), remade by me for FF
Notes: all credits for this map should go to Gustavo, i just remade it for a different game.


http://i13.photobucket.com/albums/a253/RobbHeb/ff_redgiant0000.jpg
http://i13.photobucket.com/albums/a253/RobbHeb/ff_redgiant0002.jpg

these 2 are from before the final compile, just to show the inside structure, sorry i dont have any SS's of the final product and im currently at work but i will post a few more if you'd like. the blue/red laser is where the flag is. the lights/lighting are not the same as the final, but the structure is. the blue smoke stacks are lifts to get up to the balcony.

http://i13.photobucket.com/albums/a253/RobbHeb/15tex0002.jpg
http://i13.photobucket.com/albums/a253/RobbHeb/15tex0001.jpg

hamwich
12-27-2007, 09:50 PM
:eek: someday I may just slightly brush the bottom of the great mound of skill spewing from these maps ;)

Yo_Neo
12-28-2007, 05:20 AM
My first TF2 map nearing final stages:

http://image.hazardstrip.com/ss/maps/88170.jpg
http://image.hazardstrip.com/ss/maps/88173.jpg

more screens + download here:
http://www.fpsbanana.com/maps/42136

Snipergen
01-03-2008, 12:53 PM
http://hedra.fpsbanana.com/ss/maps/86275.jpg

I think some people have played this already. :)

http://www.fpsbanana.com/maps/41389

Laz
01-04-2008, 02:36 AM
http://dragonsden.bulletpain.com/personal/de_vegas_sauce0154.jpg
probably gonna remap the entire map after a real casino, Like Jed (Wunderboy) said.
Still W.I.P...

reminds me of an old cs map ;)

Genome852
01-05-2008, 07:19 AM
de_tv-tower
http://www.fpsbanana.com/maps/42813

http://image.hazardstrip.com/ss/maps/89711.jpg

aim_dustarena
http://www.fpsbanana.com/maps/41756

http://image.hazardstrip.com/ss/maps/87176.jpg

5UB
01-05-2008, 07:46 AM
That aim_dustarena looks cool, how long did it take for you to make that?

Genome852
01-05-2008, 10:55 AM
Around 6-7 hours IIRC.

friedpacman
01-05-2008, 01:08 PM
Saturday Morning Breakfast Castle
by Marty "[smbc] MartBot" Weiner

Single round dustbowl style CP with 3 CP's set in a castle
movie set in 1940's hollywood. At the beginning, the
offense has 2 paths into the castle. The first is some unrestored
damage to the castle on the left side (if you're facing the castle).
The second way in by way of catapulting over the castle walls. 2 are
positioned to launch the players deep into the castle (some classes
can get to the top of the turrets).

About to catapult
http://www.yityat.com/smbcastle/marketing/about_to_catapult_med.jpg

Catapulting
http://www.yityat.com/smbcastle/marketing/catapulting_med.jpg

Castle set built in 1940's hollywood lot
http://www.yityat.com/smbcastle/marketing/backstage_med.jpg

http://www.yityat.com/smbcastle/marketing/drawbridge_down_med.jpg

http://www.yityat.com/smbcastle/marketing/castleoverview_med.jpg

Downloading and more screenshots (and better presentation than I have here), go to:
http://www.smbc-comics.com/smbcastle

Laz
01-05-2008, 01:43 PM
A tf2 ctf map I've been working on for a few weeks:
sneak previes of the 2 battlements:
blu side:
http://img152.imageshack.us/my.php?image=blusidemo9.jpg
red side:
http://img170.imageshack.us/my.php?image=redsidend2.jpg

Snipergen
01-06-2008, 05:02 AM
Laz that looks good, the middle needs some work, need a 3D skybox (but im sure you'll put that in the map later)
Too bad 2fort has set the tone, your map looks like 2 fort :s

Here my latest map, deathmatch for TF2. I'm not a big fan of the genre but people asked me to make one. So i was busy 2 days and got this.

http://image.hazardstrip.com/ss/maps/89740.jpg

Laz
01-06-2008, 06:44 AM
Laz that looks good, the middle needs some work, need a 3D skybox (but im sure you'll put that in the map later)
Too bad 2fort has set the tone, your map looks like 2 fort :s


Yeah I know :) 2fort was a bit of an inspiration, yet the backpart has a very different layout.

3d skybox and stuff is what Im currently finishing up :) Im just glad the map runs like a dream, after I added my areaportals and hint brushes...

I have some sketches and concept for a cp map, but I need this project finished first or it'll never get done.

The bridge will get a makeover, its still the placeholder for a propper bridge, so much work still to be done :)

ps: lighting is a b*tch :p

ReddFoxx
01-10-2008, 05:24 PM
yes, I took the time to open alot of the 2fort map up. it's rather Fun playing.. It's all crazy. I added a few elevators and tunnels off the sewer and the big computer room :)

You can download here:
http://www.dragonklaw.com/CustomMaps.php

http://www.dragonklaw.com/images/maps/cts_2fortOpen1.jpg
http://www.dragonklaw.com/images/maps/cts_2fortOpen2.jpg
http://www.dragonklaw.com/images/maps/cts_2fortOpen3.jpg
http://www.dragonklaw.com/images/maps/cts_2fortOpen4.jpg

Live2bcool
01-10-2008, 06:29 PM
OMG! I allways wanted to get in that white room with all those blue chairs and computer things. I also allways wanted to get to the bottom of that room by the intelligence! I hope someone uses that map! I wanna play on it!

jagshrapnel
01-12-2008, 01:09 PM
Im not sure if youre legally allowed to use the 2fort map and make a couple of changes.