Just wanted to drop two little snippets of stuff I've been working on.
https://i.imgur.com/HADKab3.gif
Modeled and set up the shaders myself, proud of the aesthetic.
https://i.imgur.com/ePNWbuk.jpeg
1 W.I.P Gothic castle made entirely of lego, built in an homage indie game. Working in bricks takes hours, I swear.
Also returning to such an unfinished page is painful. I even forgot a nose on my pfp! And the jaw goes to far back and my css is shoddy at best. Eugh, need to work on this.
Man it has been way too long. I didn't forget about this, I just kept putting it off. Glad I stopped doing that.
No CommentI just managed to secure my seat in Harvard. It's not a full enrollment program so in the next year or so I"m gonna need to make a big push if I want to get on track for a diploma, but jesus fuck this is huge. With some luck I can share some of my work in the future on the page, really give ya'll something to check in for to check out.
3 CommentsI was gone for a while, maybe the past week or two, and when I came back I was pretty shocked to see BringMeYourCherries gone. I never really interacted with them but they were such a presence here. Wandering onto their page and just seeing the insane amount of personality they put into it was what got me to make an account in the first place.
Whoever you were dude, you'll probably never read this. But you'll be missed.
So, after way too long of doing FA I decided to occupy myself with some mapping using GoldSrc (Valve's Quake2 fork built for Half-Life) and I figured I could boost my ego by sharing the progress here.
https://i.imgur.com/51ohJFf.jpg
I'm basing it in concept off of the cut "alien labs" style chapters from Half-Life's press release, with an almost tongue-in-cheek level of spooky alien experiment facility built into an open cave system; like something out of a James Bond film.
https://i.imgur.com/00B9orZ.jpg
🠕 Half-life Alpha Screenshot 🠕
I keep defaulting back to subtly Gothic details in things like multi-floored rooms and supporting arches but I think that's just my style carrying over. I might redo it if it starts to come at the cost of quality. I do worry though that I don't have the talent to make believable natural structures like exposed rock faces, I can easily imagine myself making them far too jagged and fail to provide an engaging environment for gameplay.
https://i.imgur.com/ZhfXi8R.jpg
Something interesting to note about GoldSrc is that most lighting actually doesn't come from a defined light entity like it does in modern games. Instead, a baked and static lightmap is displayed, effectively "painted" onto the level geometry. When the lighting is being calculated the script references a text document which allows for textures to work as defined light sources, with a complete set of values for things like color, range, falloff, everything you'd get with an independent light entity. In this way the light is literally coming from the lights themselves.
An old friend of mine made the (frankly quite insulting) claim that every area in Half=Life, as well as every level using the Half-Life assets, looks the same. "Just another part of the Black Mesa facility." I'm gonna prove him wrong. Like two paintings using the same oil paints, the identity isn't in the assets but the style.
Update about 10 hours later:
New room.
https://i.imgur.com/nbnTfiD.jpg