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Messages - Redcow17

Pages: [1] 2
1
Maps Area / [Wip] ttt_ghetto
« on: February 10, 2011, 03:08:42 AM »
This map is being made for another community, but I like to get my maps out there for others to play.

If you don't know, I created Cloverfield, Concentration, Digdown, and Shippingcenter.  All ttt maps.


(Images are a little big for the forum frame, sorry.   Best way would be to
simply drag them into a new tab.)














2
Maps Area / Re: ****RELEASED**** ttt_cloverfield
« on: October 17, 2010, 03:47:04 PM »
Still doesnt work even from toybox or gmod.org

Honestly can't tell you why then.  Everyone else has no issues.

3
Maps Area / Re: ****RELEASED**** ttt_cloverfield
« on: October 11, 2010, 07:13:16 PM »
The map has model errors all over it, so im going to assume you used some custom models...

The map is on around 5-6 servers right now.  Nobody else reports model errors.

That link I may have given you might be bad.  The one on Garrysmod.org works fine.

If you don't have a garrysmod.org account you can always just use toybox, in game.

4
Maps Area / Re: ****RELEASED**** ttt_cloverfield
« on: October 10, 2010, 08:28:14 PM »
The map has model errors all over it, so im going to assume you used some custom models...

The map is on around 5-6 servers right now.  Nobody else reports model errors.

That link I may have given you might be bad.  The one on Garrysmod.org works fine.

5
Maps Area / Re: ****RELEASED**** ttt_cloverfield
« on: October 10, 2010, 12:33:29 AM »
I have a filefront link, but that's it.
http://www.filefront.com/17368480/ttt_cloverfield_b1.bsp/

6
Maps Area / Re: [wip]ttt_cloverfield
« on: October 09, 2010, 03:37:33 PM »

7
Maps Area / Re: [wip]ttt_cloverfield
« on: September 30, 2010, 01:48:58 AM »
Update 6:




8
Maps Area / Re: [wip]ttt_cloverfield
« on: September 25, 2010, 07:41:30 PM »
We actually have the TTT server up now!!!!

Contact Remscar or any of the CL's to get it added! :DDDDD

It's WIP.

Also this forum doesn't support big images, which is annoying.  They are already resized but this site wants 800x600 images.



Update 4:  Second level is done.





9
Maps Area / Re: [wip]ttt_cloverfield
« on: September 22, 2010, 11:38:27 PM »
Update 3:

Working on second floor still.


10
Maps Area / Re: [wip]ttt_cloverfield
« on: September 18, 2010, 06:31:04 PM »
Update 2:

Skybox:




More of floor 1:



11
Maps Area / ****RELEASED**** ttt_cloverfield
« on: September 16, 2010, 09:07:13 PM »
Released:
http://www.garrysmod.org/downloads/?a=view&id=111626











Hesitant to post here because of past political sensitivity, but I'll throw it downway.

If you don't already know I created shipping center, digdown, concentration, and I'm currently working on this map.  This is a WIP.

In the movie "Cloverfield" there is a scene where there are 2 skyscrapers.  One of the skyscrapers is LEANED against the other, which is what I'm creating.  The map will consist of being inside the 2 skyscrapers, near the top.

Screenshots of the outside of the building will come *LAST*, because I have to tilt the entire thing when it's finished.









Update 2:

Skybox:




More of floor 1:



12
Maps Area / Re: [REL]ttt_concentration_b1
« on: August 28, 2010, 01:39:46 AM »
I'm not concerned with the nazi symbols and stuff.
As a mapper, I've never seen this Real-time reflection technique, Can you direct me to where I can find out/ tell me how to do this? It looks really neat.

I kind of thought it up myself, I hadn't seen it used either.

Basically throw a func_reflective_glass for where you want your floor, make it very thin.

Next, make a func_brush with whatever texture you want to be reflective over the glass.  Make that very thin as well.

Make the func_brush semi-transparent.  Bingo, floor reflection.

But, you need to place an "invisible" brush over all the floor as well, very thin, so that bodies and such don't fall through.

So it's kind of 3 layers really.

13
Maps Area / Re: [REL]ttt_concentration_b1
« on: August 25, 2010, 01:46:27 AM »
Yeah plenty of openness but it has a fair amount of isolated places to get a good kill along with a gas chamber that can wipe out a good amount of people.

There's a B2, but your community seems a little to sensitive to host maps relating to World War 2, so I suggest not even bothering.

I'll stick to other communities with my maps from now on.

Is your only creativity jewish concentration camps?
Serioulsy? Why don't you just call it a camp without the Nazi symbol's everywhere, and call the gas chamber something else.

Seriously, if this is the only kind of garbage you can produce, then please, go elsewhere.

Please refer to ttt_shippingcenter_b1 and ttt_digdown_b1.

Also, please lock this thread.

I don't really want to see the butthurt admins from the other thread. I honestly don't care if you hate my map or despise it, it's when you start saying it's racist is the thing that ticks me off.

Racism = Race

It doesn't hurt any form of religion either.  It doesn't attack jews, and it shows history that happened.  Please go play a world war 2 game.

The pure stupidity from the other thread astonishes me, and I find it interesting that absolutely no other community has brought forward this issue because they can actually understand a few simple ideas.

Just please, if you say something, know what you're actually saying in relation to other games made.

I really won't even take account to other stupid posts made because it has no effect in what I create.

If I went and made the CoD5 map where Germans marched through germany, it would be no different.


Just remember.

Millions of Americans died in World War 2, and we play those games.

Ill just leave this here.  Only difference is you're just playing the map, not shooting those people.  :)
Wolfenstein - E3 2009 trailer (HD)

14
Maps Area / Re: [REL]ttt_concentration_b1
« on: August 22, 2010, 10:55:13 PM »
Yeah plenty of openness but it has a fair amount of isolated places to get a good kill along with a gas chamber that can wipe out a good amount of people.

There's a B2, but your community seems a little to sensitive to host maps relating to World War 2, so I suggest not even bothering.

I'll stick to other communities with my maps from now on.

15
Maps Area / Re: [REL]ttt_concentration_b1
« on: August 19, 2010, 02:49:22 AM »
Released.

http://www.garrysmod.org/downloads/?a=view&id=107604

Working on b2 compile.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~







If you don't know, which I'm probably guessing you don't, I'm the creator of ttt_shippingcenter_b1, and ttt_digdown_b1.

Digdown is my more popular map, as shippingcenter was the first map I ever created for Trouble in Terrorist Town.

But, I started my new mapping project 5 days ago (from this posting date), on a little blog recorder I have.

I'm going to post my updates in this thread if people are interested, feedback is very appreciated

*It seems you need to scroll over horizontally to see the entire image.  These images are drastically reduced in size to accommodate for that*
___________________________________

Since my other two maps were indoors, I'm going to try a mixture of outdoors and indoors on this map to spin things up a little bit.

The map is going to be based off of some sort of concentration camp out in the woods.

Day 1 (not much done at all, except the 3d skybox):




Quick update (Still on day 1 here):




Day 2:

Added one building, changed some fog settings, few other minor things.






Also, the sewer system is going to run under the map.  Various buildings will connect down into it, as well as the border surrounding the map.


Day 4 update:





Added two new buildings, the "housing", if you will.  Don't worry about people camping in these, the map is being designed so that you can't just lock yourself in a corner and hide the whole round.  I just want to leave a little bit of gameplay not shown in the screenshots for people exploring to find themselves.


Update 5:

Quick update, the outside of this building will come soon once I finish it.  I still have another floor of the building to do with windows and all so it might be a bit.

You can see the real-time reflection technique used as well.  I haven't seen it used in a map before, so I decided to go ahead and do it.



Update 6:

Inside of the upper level of the Nazi main building.



Nazi building exterior



Back side



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