(WiP) Round rooms are such a pain to do. All weird angles, staying on grid is a nightmare. Worth it in the end because you don't come across round rooms very often.
i can totally feel ya with the struggles of making a round room, especially when we want all of the vertexes within the grid that we want them to be while making sure they're not shaped in a way that the engine doesn't approve, despite how easy Goldsrc modding can be, the downside is that it has a lot more limits than the Source engine and Source 2 engine. however i can definitely say you did a very good job making this room!
You're right! Although I gotta say part of the fun in working with GoldSrc is overcoming all those limitations through clever use of sprites or other trickery. I love how creative the GoldSrc community gets and I take every "Wait, *that's* GoldSrc?" with pride. :)
yeah that's true, i mean the reason why i wanted to mod half-life 1 in the first place instead of half-life 2 or any source games in general, it's because not only it's easy but can allow you to do so much if you know how to do what you wish to make or add within a level. sure we can have the SDK for half-life 1, but not many of us know how to program in C++, i mean i also suck at coding in general because i barely know how, which is why most of us would rather just make like reskins for models and sprites and make our own maps, whether for like a fanmade expansion for half-life (like HL Opposing Force or Blue Shift), or just straight up for a unique story like They Hunger or even Half-Rats. but i can also see that you would take pride in people admiring your skills with Goldsrc mapping, especially when they say "wait, that's Goldsrc? i thought that's in Source!" or something along these lines
I like bloom, glow, and HDR effects in games. This room uses colors that I really like.
You should try playing Day of Defeat: Source because that game has many places that use non-standard geometry for the Source engine, just like this room of yours. That game blew my mind in terms of level design, especially for the GoldSrc/Source 1 engine
i can totally feel ya with the struggles of making a round room, especially when we want all of the vertexes within the grid that we want them to be while making sure they're not shaped in a way that the engine doesn't approve, despite how easy Goldsrc modding can be, the downside is that it has a lot more limits than the Source engine and Source 2 engine. however i can definitely say you did a very good job making this room!
You're right! Although I gotta say part of the fun in working with GoldSrc is overcoming all those limitations through clever use of sprites or other trickery. I love how creative the GoldSrc community gets and I take every "Wait, *that's* GoldSrc?" with pride. :)
yeah that's true, i mean the reason why i wanted to mod half-life 1 in the first place instead of half-life 2 or any source games in general, it's because not only it's easy but can allow you to do so much if you know how to do what you wish to make or add within a level. sure we can have the SDK for half-life 1, but not many of us know how to program in C++, i mean i also suck at coding in general because i barely know how, which is why most of us would rather just make like reskins for models and sprites and make our own maps, whether for like a fanmade expansion for half-life (like HL Opposing Force or Blue Shift), or just straight up for a unique story like They Hunger or even Half-Rats. but i can also see that you would take pride in people admiring your skills with Goldsrc mapping, especially when they say "wait, that's Goldsrc? i thought that's in Source!" or something along these lines
I like bloom, glow, and HDR effects in games. This room uses colors that I really like. You should try playing Day of Defeat: Source because that game has many places that use non-standard geometry for the Source engine, just like this room of yours. That game blew my mind in terms of level design, especially for the GoldSrc/Source 1 engine
Your'e right. Probably because they had to model real life structures a lot and those often don't come in 90° or 45° angles.