1. Post #761
    I must be the slowest mapper on this planet.

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  2. Post #762
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Why are there MC experience orbs?
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  3. Post #763
    HL1 thing, if an npc is inside a wall it does that.
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  4. Post #764
    Gold Member
    limulus54's Avatar
    August 2008
    3,826 Posts
    HL1 thing, if an npc is inside a wall it does that.
    is it some kind of bug, or is it so that can be easily detected when it happens?
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  5. Post #765
    Gold Member
    Zanarias's Avatar
    September 2006
    590 Posts
    I get the look you're going for but it's really not right. The windows are way too large, and even if they weren't there's too much space between the boards for that lighting effect to happen and look even slightly realistic. Boarded windows also don't typically have the boards stuck -inside- the frame. Lighting is also way too dark for that environment.

    Needs work.
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  6. Post #766
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,702 Posts
    People should stop referring to that. It's basically the scale Valve uses in HL2 universum (though they have different scales for different objects and their scales for example for doorways are very unrealistic) but it's still wrong. One Hammer unit is exactly one inch which can be proved pretty easily, for example, you can make a 10x10x10 inch box in 3ds max and export it to Hammer and it's exactly 10x10x10 units big. The reason why programs like Hammer use generic units is because they are more practical to use since they are "cleaner" and can be divided by 10 but are still as big as imperial units.

    Therefore, good curb height on real life as in Hammer is 4 to 8 inches/units. I prefer 6 units myself.
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  7. Post #767
    Gold Member
    Molot0v's Avatar
    November 2007
    491 Posts


    Based on:


    Sawmill facility themed map called pl_redwood, hence the really red lighting.

    CC on lighting and texturing?
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  8. Post #768
    samuel2213's Avatar
    May 2011
    2,445 Posts


    Based on:


    Sawmill facility themed map called pl_redwood, hence the really red lighting.

    CC on lighting and texturing?
    Maybe make the skybox lighting bluish and have orange lights coming from inside it like in the picture
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  9. Post #769
    Philly c's Avatar
    February 2008
    557 Posts
    People should stop referring to that. It's basically the scale Valve uses in HL2 universum (though they have different scales for different objects and their scales for example for doorways are very unrealistic) but it's still wrong. One Hammer unit is exactly one inch which can be proved pretty easily, for example, you can make a 10x10x10 inch box in 3ds max and export it to Hammer and it's exactly 10x10x10 units big. The reason why programs like Hammer use generic units is because they are more practical to use since they are "cleaner" and can be divided by 10 but are still as big as imperial units.

    Therefore, good curb height on real life as in Hammer is 4 to 8 inches/units. I prefer 6 units myself.
    I agree that it makes good sense to see it as 1 inch (the player is almost definitely in this scale), but 3ds max doesn't prove this at all. There are no "inches", you've only changed 3ds max to view 1.0 (float) as an inch for your own convenience. If the player was 180 units tall then it would make sense to call a unit a cm. It's whatever you want it to be, floating point precision allowing.
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  10. Post #770
    Gold Member
    NotExactly's Avatar
    March 2011
    1,044 Posts
    Therefore, good curb height on real life as in Hammer is 4 to 8 inches/units. I prefer 6 units myself.
    As an OCD brushworker the idea of anything being 6 units instead of 8 makes me cringe.
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  11. Post #771
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    As an OCD brushworker the idea of anything being 6 units instead of 8 makes me cringe.
    There's something else I don't get, why does everyone insist on brushes being 2^*? The only two reasons I see are to make map sealing easier and to make clipping/resizing easier, but I think we all understand how to seal a map at this stage.
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  12. Post #772
    Probably the most arrogant mapper in the World
    Jukka K's Avatar
    June 2007
    1,702 Posts
    I agree that it makes good sense to see it as 1 inch (the player is almost definitely in this scale), but 3ds max doesn't prove this at all. There are no "inches", you've only changed 3ds max to view 1.0 (float) as an inch for your own convenience. If the player was 180 units tall then it would make sense to call a unit a cm. It's whatever you want it to be, floating point precision allowing.
    What? You can change the 3ds Max units to either imperial, metric or generic units. The smd-exporter doesn't change the size of the model, neither does the studiomdl.exe. I haven't changed any "float values" in Max.

    If I make a 10^3 inches box in Max, it is 10^3 unit in Hammer. If I make a 10^3 cm box in Max, it is not a 10^3 unit box in Hammer because Hammer uses 1 inch=1 unit scale. But if make that 10^3 cm box, compile it with 2.54 scale (how many cm is one inch), it will be a 10^3 unit box in Hammer.
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  13. Post #773
    Cbast's Avatar
    September 2009
    644 Posts
    Also, 1cm in Maya = 1 inch in Hammer. Don't ask me why, simple thing I noticed when doing all theses props :L
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  14. Post #774
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts
    There's something else I don't get, why does everyone insist on brushes being 2^*? The only two reasons I see are to make map sealing easier and to make clipping/resizing easier, but I think we all understand how to seal a map at this stage.
    Code:
    9:23 - Pyth: There's something else I don't get, why does everyone insist on brushes being 2^*? The only two reasons I see are to make map sealing easier and to make clipping/resizing easier, but I think we all understand how to seal a map at this stage.
    9:24 - James: source is meant to work that way and is pickier about it than most engines
    9:24 - James: for one, textures at default scale are only meant for brushes sizes a power of two
    9:24 - Pyth: plenty of hl2 maps use odd-sized brushes, which i don't like referring to because hl2 isn't exactly a role model but
    9:24 - James: secondly, for world brushes it makes things way cleaner for VVIS
    9:25 - James: thirdly, it makes working on the whole map a lot cleaner
    9:25 - Pyth: somehwat opinion
    9:25 - Pyth: what*
    9:25 - James: for arches, spikes, cylinders never use anything other than a power of 2 or it will be offgrid
    9:26 - Pyth: vertex and snap all of the offgrid points back on
    9:26 - James: work that can be avoided if you just make it properly
    9:27 - James: also, when you stick to this standard then everything stays within proper proportions
    9:27 - James: any arguments, look at your monster truck tacobell
    9:28 - Pyth: idk, i don't like people saying don't do things unless there's a solid good reason(s) why, texturing is easy enough with odd brush sizes. vvis only affects compiling so that hardly makes a difference ingame, and 'cleaner' is preference, I have no problem working with 1-unit brushes but you hate them
    9:28 - James: if you need to resize something .25, 5 or .75 then as long as it is a power of 2 initially then it will remain a power of two and be on-grid
    9:28 - Pyth: also the taco bell is fine using a jalopy as reference
    9:28 - Pyth: already said besides resizing
    9:29 - Pyth: seems like a load of preferences, sticking to only 2^* brushes hinders detailing a ton
    9:29 - James: http://www.1337upload.net/files/4238561243564751236ha.jpg
    9:30 - James: isnt the jalopy a close height to that car?
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  15. Post #775
    Gold Member
    Lamarr's Avatar
    July 2006
    1,608 Posts
    I must be the slowest mapper on this planet.

    Oh god nostalgia just kicked me in the balls!
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  16. Post #776
    Gold Member
    WitheredGryphon's Avatar
    July 2011
    1,361 Posts
    So, the windows are meant to be that way. As for the boards being in the frame, they are actually just not extended past the frame. For lighting, do you think adding more/thicker boards will allow for that lighting style? Because the rest of the building is supposed to be near pitch black.
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  17. Post #777
    Jaded
    Pyth's Avatar
    April 2010
    2,200 Posts
    Code:
    9:23 - Pyth: There's something else I don't get, why does everyone insist on brushes being 2^*? The only two reasons I see are to make map sealing easier and to make clipping/resizing easier, but I think we all understand how to seal a map at this stage.
    9:24 - James: source is meant to work that way and is pickier about it than most engines
    9:24 - James: for one, textures at default scale are only meant for brushes sizes a power of two
    9:24 - Pyth: plenty of hl2 maps use odd-sized brushes, which i don't like referring to because hl2 isn't exactly a role model but
    9:24 - James: secondly, for world brushes it makes things way cleaner for VVIS
    9:25 - James: thirdly, it makes working on the whole map a lot cleaner
    9:25 - Pyth: somehwat opinion
    9:25 - Pyth: what*
    9:25 - James: for arches, spikes, cylinders never use anything other than a power of 2 or it will be offgrid
    9:26 - Pyth: vertex and snap all of the offgrid points back on
    9:26 - James: work that can be avoided if you just make it properly
    9:27 - James: also, when you stick to this standard then everything stays within proper proportions
    9:27 - James: any arguments, look at your monster truck tacobell
    9:28 - Pyth: idk, i don't like people saying don't do things unless there's a solid good reason(s) why, texturing is easy enough with odd brush sizes. vvis only affects compiling so that hardly makes a difference ingame, and 'cleaner' is preference, I have no problem working with 1-unit brushes but you hate them
    9:28 - James: if you need to resize something .25, 5 or .75 then as long as it is a power of 2 initially then it will remain a power of two and be on-grid
    9:28 - Pyth: also the taco bell is fine using a jalopy as reference
    9:28 - Pyth: already said besides resizing
    9:29 - Pyth: seems like a load of preferences, sticking to only 2^* brushes hinders detailing a ton
    9:29 - James: http://www.1337upload.net/files/4238561243564751236ha.jpg
    9:30 - James: isnt the jalopy a close height to that car?
    Might as well post all of it, not just the part that makes you look good.

    Code:
    9:30 AM - Pyth: http://cloud.steampowered.com/ugc/648750789768987343/89675A930BAC370E4FEB8B11AA0437B995787DDB/
    9:30 AM - Pyth: ok slightly high
    9:30 AM - Pyth: but better
    9:30 AM - James: raised jalopy
    9:30 AM - Pyth: clip 10 units off the bottom and you're fine
    9:30 AM - James: 8 units
    9:30 AM - Pyth: or 8 or 16
    9:31 AM - Pyth: which is stupid there as well because the entire taco bell is odd-sized
    9:31 AM - James: odd indeed
    9:32 AM - Pyth: did you like the little quasi-half circle brushes i made on the tops of the bell overlays
    9:32 AM - James: I didnt like texturing them
    9:34 AM - James: saves the effort of me posting an actual reply
    9:34 AM - Pyth: load of preferences imo
    9:35 AM - James: its all about standard and keeping everything in proportion
    9:36 AM - James: if you have a wall of whatever length and need to find the proper places for 4 windows equally apart you are going to need to pay attention to details like that
    9:36 AM - Pyth: yea well irl all counters are different heights, all walls are different heights, all doors are different sizes
    9:36 AM - James: powers of two saves the trouble of doing most math
    9:37 AM - Pyth: i have a calculator
    9:37 AM - James: in the same situations?
    9:37 AM - Pyth: hm?
    9:37 AM - James: 9:36 - James: if you have a wall of whatever length and need to find the proper places for 4 windows equally apart
    9:37 AM - James: scenarios like that are going to apply to just about everything in an urban map
    9:38 AM - Pyth: improv
    9:38 AM - James: proper spacing, alignments, sizes and propertions of architecture, layout, and keeping everything in sync with everything else
    9:39 AM - Pyth: pleh restrictions
    9:39 AM - Pyth: i don't agree with most of it, you can do all of that with even-numbered brushes
    9:39 AM - James: its a lot easier to get away with in other engines but you need to be more careful with source
    9:40 AM - Pyth: where's the proof behind that though
    9:40 AM - James: VBSP, VVIS and VRAD
    9:40 AM - Pyth: so it takes a bit longer
    9:40 AM - Pyth: doesn't change the map
    9:41 AM - James: it takes longer because it isnt optimised as well
    9:41 AM - Pyth: just like the carving thread, it seems like a lot of hype mixed with fear
    9:41 AM - James: or rather, it takes long because you are doing something wrong
    9:42 AM - James: carve is automated and doesnt understand the situation
    9:42 AM - Pyth: does it need to though
    9:42 AM - James: in the small chances that it is of any use and would actually save time, it is still a risk
    9:42 AM - Pyth: you know perfectly well I discovered the guidelines to using carve properly, it does what it needs to to get the job done
    9:43 AM - James: it's like hollow, you will literally never need to use it, it is just a bad tool
    9:43 AM - Pyth: i do use it for quick maps
    9:43 AM - Pyth: then i ungroup
    9:43 AM - Pyth: works fine
    9:43 AM - James: for skyboxes?
    9:43 AM - Pyth: yep
    9:43 AM - James: cordon
    9:43 AM - Pyth: manhacktest is the result of that
    9:43 AM - Pyth: and cordon is a cheap fallback
    9:46 AM - Pyth: i think my point is, if you're the only person who ever sees the vmf and ever knows, and the map runs perfectly fine, it doesn't affect anyone else whatsoever
    9:46 AM - James: why not just use proper methods so you never have to worry about it, and neither will anybody else
    9:47 AM - James: mapping properly is just as easy as mapping carelessly
    9:47 AM - Pyth: again, opinions, i'll keep mapping how I want to and get exactly what I visualize, you can stick to 2^ and be restricted because it's easier
    9:48 AM - James: it would be easy, but as weve seen in co-op it just causes other people problems
    9:48 AM - Pyth: tacobell wasn't intended to go in neighborhood
    opinions
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  18. Post #778
    Matt2468rv's Avatar
    April 2011
    530 Posts
    Good points from both sides I think, but I have to agree with Pyth on a lot of what was said. I really have no problems using 1 unit oddly sized brushes in certain cases. Also, having things uneven (although not sloppy) and not to the power of 2 can make a map unique. It's really not a big deal.
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  19. Post #779
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,786 Posts
    Good points from both sides I think, but I have to agree with Pyth on a lot of what was said. I really have no problems using 1 unit oddly sized brushes in certain cases. Also, having things uneven (although not sloppy) and not to the power of 2 can make a map unique. It's really not a big deal.
    Feel free to correct me, but I was taught that anything below 8 and is not a power of 2 is when VVIS starts to do more work. 1 unit is the last place before it goes insane, so anything below (i.e. floats) wreak havoc. Because of that I've always used anything below 8 sparingly.
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  20. Post #780
    NO MOTIVATION TO DO ANYTHING
    HoliestCow's Avatar
    March 2009
    3,188 Posts
    Feel free to correct me, but I was taught that anything below 8 and is not a power of 2 is when VVIS starts to do more work. 1 unit is the last place before it goes insane, so anything below (i.e. floats) wreak havoc. Because of that I've always used anything below 8 sparingly.
    You make your stairs 8 units or higher?
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  21. Post #781
    Gold Member
    Chrille's Avatar
    August 2005
    5,426 Posts
    Feel free to correct me, but I was taught that anything below 8 and is not a power of 2 is when VVIS starts to do more work. 1 unit is the last place before it goes insane, so anything below (i.e. floats) wreak havoc. Because of that I've always used anything below 8 sparingly.
    I often use brushes that are smaller than 8 and I've never had any problems with it.
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  22. Post #782
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,786 Posts
    You make your stairs 8 units or higher?

    *shrugs*

    Just how another guy taught me a long while ago.
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  23. Post #783
    Gold Member
    NotExactly's Avatar
    March 2011
    1,044 Posts
    I'm pretty sure stairs (according to dev textures) are supposed to have a rise of 8 and run of 12. That's one of the few things I make that isn't 2, 4, 8, 16, 32 or whatever.
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  24. Post #784
    Gold Member
    Wotalt's Avatar
    July 2011
    149 Posts
    If needed, 12 / 24 / 48 / 96 / 192 / 384 / 768 are also useful because they are directly between powers of 2. I only use 384 with 2-lane roads for instance.
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  25. Post #785
    Resident Beat Eater.
    wauterboi's Avatar
    August 2009
    3,786 Posts
    I'm pretty sure stairs (according to dev textures) are supposed to have a rise of 8 and run of 12. That's one of the few things I make that isn't 2, 4, 8, 16, 32 or whatever.
    *shrugs*

    I'm still kind of a newbie, kind of. Sort of. If I finish this map then it'll be the first real map I've finished. :P
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  26. Post #786
    Matt2468rv's Avatar
    April 2011
    530 Posts
    Feel free to correct me, but I was taught that anything below 8 and is not a power of 2 is when VVIS starts to do more work. 1 unit is the last place before it goes insane, so anything below (i.e. floats) wreak havoc. Because of that I've always used anything below 8 sparingly.
    It might do more work, (which equals more compile time) but there's no problem with the end result of the map. I haven't noticed any problems with optimization, absolutely no fps drop, and my maps still compile fairly fast. Each to his own I guess.
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  27. Post #787
    Gold Member
    l33tkill's Avatar
    January 2010
    2,034 Posts
    I have the sudden urge to map, but I can't make anything. It's like having sex but not being able to jizz.
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  28. Post #788
    Gold Member
    Firegod522's Avatar
    March 2008
    11,557 Posts






    Looks like we all better start learning how to model.
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  29. Post #789
    Gold Member
    The freeman's Avatar
    October 2007
    6,504 Posts


    Looks like we all better start learning how to model.
    You can re-texture most of the CS:S props and it would work (assuming you are just porting over CS:GO maps or whatever)
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  30. Post #790
    Trans genders are gays with mental dis orders
    Dennab
    January 2012
    3,881 Posts
    You can re-texture most of the CS:S props and it would work (assuming you are just porting over CS:GO maps or whatever)
    He's pointing out that source is slowly moving away from brush based details and going towards model based details.
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  31. Post #791
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,959 Posts
    But... but I like it being brush based, that's part of the ease of use
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  32. Post #792

    June 2007
    7 Posts
    Trying to have a crack at building the Bridge from Star Trek TNG, damn frustrating because of the shape of the room, almost impossible to keep everything on grid.
    Anyways, here's how it's looking after 2 days or so. Going to replace the curved roof with a model, doesn't seem like BSP is anywhere near good enough for this sorta stuff.

    I'm by no means a good mapper, just doing this cuz I haven't really seen anyone else give this a shot!

    Textures are all temporary, as is most of everything else, but it's a start!
    (ooh btw, textures on the chairs is also temporary, will take me ages to get those right!)




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  33. Post #793
    Gold Member
    Deadchicken's Avatar
    May 2009
    1,705 Posts
    Feel free to correct me, but I was taught that anything below 8 and is not a power of 2 is when VVIS starts to do more work. 1 unit is the last place before it goes insane, so anything below (i.e. floats) wreak havoc. Because of that I've always used anything below 8 sparingly.
    See that's funny, cos in situations like almost all of my maps, where I make stupid amounts of overdetailed scenery using a gazillion oddly sized and shaped brushes, even those that I don't func_detail barley cause problems, and are unnoticed by a player. its a matter of preference and I s'pose, how pretty you want your vmf file to be...

    for reference:

    800+ Brushes if I remember rightly..





    Edit: my apologies I missed the whole "vvis" thing, ignore me I just func_detail anything smaller than like... a wall.



    ...Or! Or!... This one, which was like... 1500+.. I'm such a bad mapper, hehe:



    Always nice to see a blast from the past, eh?
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  34. Post #794
    Dance like it hurts, Love like you need money, Work when people are watching. ~Scott Adams
    hiyougami's Avatar
    December 2008
    719 Posts
    Remember this?



    > Download link.

    Brushes?! You freakin' win all of the Internets.
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  35. Post #795
    Gold Member
    MenteR's Avatar
    July 2007
    5,313 Posts
    See that's funny, cos in situations like almost all of my maps, where I make stupid amounts of overdetailed scenery using a gazillion oddly sized and shaped brushes, even those that I don't func_detail barley cause problems, and are unnoticed by a player. its a matter of preference and I s'pose, how pretty you want your vmf file to be...

    for reference:

    800+ Brushes if I remember rightly..





    Always nice to see a blast from the past, eh?
    i made a huge submarine complete with interiors once



    anybody remember that?
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  36. Post #796
    Ask about my EBOLA fetish
    GameDev's Avatar
    February 2010
    12,390 Posts
    god fuck stop you're making me feel terrible at everything
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  37. Post #797
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,959 Posts
    That looks really good!
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  38. Post #798
    Gold Member
    MenteR's Avatar
    July 2007
    5,313 Posts
    well, it's old... it's been like months since i don't properly touch hammer, i just lost all motivation for it. my last work was that moon city i posted here.
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  39. Post #799
    I HAVE A TOASTER FETISH
    mopman999's Avatar
    July 2009
    3,959 Posts
    That was amazing too
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  40. Post #800
    Gold Member
    .FLAP.JACK.DAN.'s Avatar
    September 2010
    4,125 Posts
    Here's some pictures of two maps that I made for a personal project for school. That I'm actually quite proud of except the first map(the first two pictures).







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