Dm_dungeon

Looking nice overall.

Took a long mapping break to play Call of Juarez and FEAR Project Origin.

Finally done with the two and back to DM_dungeon.





The bars’ textures look kinda similar… :3

looks like a nice zombie map for CS:S

Better?

Edit: lol, I guess that was a really bad picture, but I used a different metal texture that isn’t nearly as repetitive and is an actual brush texture, not a model texture.

Can’t tell, sorry.

I moved the cage from the chandelier room to the bottom middle and had some fun with lightmaps and tools/blocklight. Looks really good.


That makes me want to rig up a map like that to play with the shadows. Damn it looks good.

Update.




(new pic of cage shadows because in first pic I accidentally made the floor a lower lightmap level than the walls)

Why is it that once my map starts looking really good people stop posting?:[

I’d love to hear some good suggestions for detail work as I still have quite a few empty rooms.

A room with hanging cages? There could be a skeleton inside one.
ex:

I like this idea, perhaps for the chandelier room if it doesn’t mess up the shadowing.
Small update, just detailed one room. Moar feedback? plz?

EDIT: new update

Make an upper level cell with a grating so you can look outside, and then you can make it look like your in the dungeons of your (unreleased) dm_snowcastle.

Believe it or not I am actually going to try and resurrect this map after all this time. Anyway, I can’t really do any good detail work without modeling. ATM modeling and texturing is really something I don’t want to tackle until I have I gotten really good at mapping, so are there any modellers who would like to make a model of chains that attach to a wall and have metal clamps for your wrists. Also, it might be neat if there was a second model of the same chains except with two torn off arms still attached to the chains. Also, any form of torture rack or device would be welcome. I know I am not in a position to demand quality, but I would like it if the models were good enough not to stand out as really bad when someone plays the map.

Thanks a lot to anyone who makes any models for me. it’d be very much appreciated, and I would be much more motivated to actually finish this map.

Edit: forgot to mention, some hanging cage models would be nice. Cylindrical and just bigger than a human in every dimension. Maybe 96x48x48. Hope I am not asking for too much.

Edit #2: just remembered what I was trying to describe are called shackles.

Something like this except coming out of a wall and having a chain for each arm.

You know what, I could make a rack for you if I had the time. If you gave me a week I could whip up something. I’ll have to look up some tuts on importing a model into hammer so just give me some time.

Sure, that’d be great. It’d be better if you could give me more of a description of what you’re thinking of so I can give some good dimensions so it’ll fit my map.


I was thinking along the line of it looking like this.

Wow, that’d be great. I guess just make it however you want it and I will make a place for it in the map.

Should be really easy, but the dimensions of it in hammer is what I’m afraid of. If I make the model in any size in 3ds max, can you edit the size in hammer?

Afraid not. ): You should try and find a reference, like take a basic human model and have it next to your rack throughout modeling.

And try to take references from pictures with humans standing next to a rack.

Edit: nvm, I gonna buy the model off this sight, it’s an amazing deal! lolol
www.failmodels.com

Ah ha, I see what I can do. I’ll make it a proper fit by putting a biped by it to make it fit the human body.
The default biped.

edit: Okay, but I’ll make it just for fun :stuck_out_tongue: and if you will still need it then it will be up for grabs.

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.