Off Limits is a first person multiplayer shooter that is focused on two teams capturing the enemy territory and hunting down and killing their main guy, the Juggernaut.
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This is a short video that shows the area I'm currently working on, the construction site.

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This is a short video that shows the area I'm currently working on, the construction site. It's something I previously did with a work in progress video of Russia ( Wesleytack.com ) and I had people asking me to post more. This video shows me working on railings and staircase asset for this particular area, exporting and importing and also how it looks ingame. I hope to finish the construction site by the end of this week. The video can also be found on my blog ( Wesleytack.com )


More info on Off Limits can be found on our site: Off-limits.be I have more updates coming soon as the level gets closer to final!

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WarlockSyno
WarlockSyno

The environments you guys make are so freaking awesome. Very nice job!

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Armageddon104
Armageddon104

Awesome, about time someone did model mapping in source.

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Xylemon
Xylemon

This is some hot ****!

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Setis
Setis

I think this is going to scare off a lot of the modding newcomers hehe. Looks bloody awesome though!

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Betelgeuze
Betelgeuze

impressive! A crane for the core on the contstrution site would be cool.

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Anddos
Anddos

how does the game know to walk on it tho ?

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Wesley Author
Wesley

just run your map, open the console and do this:
sv_cheats 1 = cheats on
developer 0 = turn off developer messages on top left´╗┐
impulse 200 = remove weapon
cl_drawhud 0 = remove hud

and if you wanna fly around your level:
noclip = free flight

but if that's not what you mean please explain further what exactly you mean by it?

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WarlockSyno
WarlockSyno

He's saying it's a large mode; How does the game know it's something you can walk on, like a floor.

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Anddos
Anddos

i mean its not a map modelled in hammer right ?, so how do you model something in a modeling program and load it in to halflife and the camera knows how to move on it etc..

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Wesley Author
Wesley

oh, no, the floors are brushes I exported to .dxf and imported into 3DSmax, it's half brush half models. I made the rough look in brushwork first so I would know the size in 3DSmax, there I add details and export it all back into hammer using all the same pivot, then once I have 1 object in place all I need to do is copy that object, rename it and all the detail models are fit directly into place without much hassle.

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MMmaster
MMmaster

Anddos, Wesley also exports collision primitives and compiles those into the static prop.
Check this: Developer.valvesoftware.com

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MrMattWebb
MrMattWebb

This is a perfect example of how to map in Source.

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JurgenKnops
JurgenKnops

Wow, impressive :).

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Swaggletooth
Swaggletooth

Thats an interesting way of getting details into your map :]

I'm guessing this is good for optimization, since you can easily fade things you don't want.

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SolidFake
SolidFake

very interesting work flow video!
really like it, and for sure, looks also very impressive :)

btw: what's the song's name?

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Wesley Author
Wesley

Kraak & Smaak - Cornered, From their "Plastic People" album.

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