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DM_?

  • Squad
  • January 27, 2005 at 4:44 AM
  • Squad
    • January 27, 2005 at 4:44 AM
    • #1

    I've always wanted to make a HLDM map (this is my first time). Since the latest CS update through Steam I wasn't able to load Steam anymore (and thus the SDK), so I had some time to do some more HL1 mapping. Here it is. There's quite some work to do, especially lighting-wise. First time I post a map here ().

    Anyway, here goes:

    [Blocked Image: http://users.telenet.be/koetchie/dm01.JPG]

    [Blocked Image: http://users.telenet.be/koetchie/dm02.JPG]

    [Blocked Image: http://users.telenet.be/koetchie/dm03.JPG]

    I know the pics are rather small. If they are too small, just let me know and I'll upload some bigger ones.

    Also, if anyone can think of a nice name for the map, it would be appreciated.

    [edit]

    Totally forgot this for a second:

    textures are by PhilipK and Adam "Who?Me?" Foster and the originals are by randy "ydnar" reddig (shader lab guy).

    Some geometry (ie: the rotating beams in the second pic (you can't see they're rotating in the pic though ()) were blatantly copied from KFS's opensource pack.

    [/edit]

  • Bic-B@ll
    • January 27, 2005 at 4:55 AM
    • #2

    what the shit squad, how do you make so many maps D:

  • Squad
    • January 27, 2005 at 4:57 AM
    • #3

    I trained a bunch of monkeys to do all the work for me. I just steal all the credit (if any credit at all).

  • von*ferret
    • January 27, 2005 at 5:04 AM
    • #4

    hawt

  • Bic-B@ll
    • January 27, 2005 at 5:19 AM
    • #5
    Quote from Squad

    I trained bunch of monkeys to do all the work for me. I just steal all the credit (if any credit at all).

    by that do you mean you half finish a map and then off load it to a bunch of monkies?

  • DelaZ
    • January 27, 2005 at 5:22 AM
    • #6

    Looks cool m8, I first tought it was a rather less HL2 map

    But its hot for HL1! lol

    What about DM_NATURAL-SELECTIONTEXTURES

    j/k

  • Squad
    • January 27, 2005 at 5:28 AM
    • #7
    Quote from Bic-B@ll

    by that do you mean you half finish a map and then off load it to a bunch of monkies?

    As long as I can call you you're a monkey (BBCode doesn't work? ).

    Thx DelaZ: don't really know if they're NS textures though (read my edited original post), although I can imagine they look familiar to NS textures.

  • Bic-B@ll
    • January 27, 2005 at 5:30 AM
    • #8

    ooooh aaaaah ooooh

    (monkies sound gay in text)

  • KungFuSquirrel
    • January 27, 2005 at 5:34 AM
    • #9
    Quote from DelaZ

    What about DM_NATURAL-SELECTIONTEXTURES

    Shader Lab

    Relic25 had already been using the Majestic set from SL in his Nostromo map before converting it into Bast. That's how those textures got there, but Charlie always was trying to discourage people from using them due to their outside origins. Made the NS texture set deal a lot more complicated than it should have been

    As I mentioned already, I like the looks of it. Eager to see how it turns out.

  • MagicTMP
    • January 27, 2005 at 7:12 AM
    • #10

    very nice! love the curves and stuff. gives a good feel to it. great brushwork in general .

  • Watchtower
    • January 27, 2005 at 12:32 PM
    • #11

    reminds me of UTk4, which is a good thing because the brushwork is outstanding in those maps.

    My advice would be to slightly slighty increase the amount of lighting maybe 5%. I think that would bring out your detail better.

  • JAL
    • January 27, 2005 at 12:53 PM
    • #12

    Very nice indeed

  • DaanO
    • January 27, 2005 at 2:49 PM
    • #13

    The geometry look very UT'ish, reminds me of some levels i played. Decent looking, but nothing special. (But i doubt that's possible with the lack of an actual theme). Textures are all well chosen and stuff, lighting seems ok. Just decent, but nothing special. Bet it plays well though.

  • Thrik
    • January 27, 2005 at 3:03 PM
    • #14

    I like it. Your lighting is pretty cool, though I feel you could improve it even more by pumping up the brightness on them a touch and giving them one of those very subtle glow sprites. Make sure you keep the dramatic shadowy areas though.

  • ReNo
    • January 27, 2005 at 5:03 PM
    • #15

    I really like the look of it, but I'm not keen on the shape of the floor indent in the last screenshot for some reason. Angled surfaces like that were also very dodgy in HLDM at times IIRC for the reason it often snagged the player, so you should probably clip it off to be perpendicular with the floor as well just in case.

  • Squad
    • January 27, 2005 at 5:45 PM
    • #16

    Good point, ReNo.

    Here's something I tried with the lighting. I tried to emphasize some of the curved geometry a bit more. Dunno if I like it though.

    It's not really noticable in the pic. I should get a better one.

    [Blocked Image: http://users.telenet.be/koetchie/dm04.JPG]

    [edit]

    This should be a bit better

    [Blocked Image: http://users.telenet.be/koetchie/dm05.JPG]

    [/edit]

  • ReNo
    • January 27, 2005 at 6:25 PM
    • #17

    Oh HL1 and its horrible large lightmaps What chop value are you using in RAD? You might wanna try lowering it in order to reduce the stepped effect of that light_spot - 32 is the value I normally go for. Oh and a single satchel seems like a hugely underwhelming weapon to place in such a prominent location!

  • Squad
    • January 27, 2005 at 10:03 PM
    • #18

    I forgot to add that the last pic(s) were not from a full compile.

    Weapon placement is not final. I just put some stuff here and there

  • Zacker
    • January 27, 2005 at 10:08 PM
    • #19

    Very nice looking one for a HL1 map to be!

  • PhilipK
    • January 27, 2005 at 10:14 PM
    • #20

    Great looking architecture.

    Although I'd use some more -gamma in the rad settings.

    Perhaps the lighting gets fucked up then tho? since the brushwork is quite advanced in some places.

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