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.

Posted by Wesley on Oct 12th, 2010

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 ( ) 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 ( )

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

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WarlockSyno Oct 13 2010 says:

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

+1 vote     reply to comment
Armageddon104 Oct 13 2010 says:

Awesome, about time someone did model mapping in source.

+2 votes     reply to comment
Xylemon Oct 13 2010 says:

This is some hot ****!

+1 vote     reply to comment
Setis Oct 13 2010 says:

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

+2 votes     reply to comment
Betelgeuze Oct 13 2010 says:

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

+1 vote     reply to comment
Anddos Oct 13 2010 says:

how does the game know to walk on it tho ?

+1 vote     reply to comment
Wesley Author
Wesley Oct 13 2010 replied:

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?

+1 vote   reply to comment
WarlockSyno Oct 16 2010 replied:

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

+1 vote     reply to comment
Anddos Oct 13 2010 says:

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..

+1 vote     reply to comment
Wesley Author
Wesley Oct 13 2010 replied:

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.

+1 vote   reply to comment
MMmaster Oct 13 2010 replied:

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

+1 vote     reply to comment
MrMattWebb Oct 13 2010 says:

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

+1 vote     reply to comment
JurgenKnops Oct 13 2010 says:

Wow, impressive :).

+1 vote     reply to comment
Swaggletooth Oct 16 2010 says:

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.

+1 vote     reply to comment
SolidFake Oct 16 2010 says:

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

btw: what's the song's name?

+1 vote     reply to comment
Wesley Author
Wesley Nov 2 2010 replied:

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

+1 vote   reply to comment
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