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ol_styx (Off Limits map)

  • Wesley Tack
  • July 22, 2006 at 4:54 PM
  • Wesley Tack
    • July 22, 2006 at 4:54 PM
    • #1

    Hey,

    Just finished my first complete map for Half-Life². It's for the mod http://www.off-limits.be. I started on it since the end of march, and took about a months break, so it's 3 months of late night work. I made a lot of custom content for it, such as textures (road/crossover/buildings/...) and props (subwaytrain/hospitalsign/powerpoles/...). Loom / Reko-dave also helped out with some props (signs/ticketgates/subwaybenches/...) a big thanks to them!. With this Off Limits gets another step closer to being released

    To all the people who helped me with problems/errors/bugs: THANK YOU !

    Here are some screenshots of it:

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_004.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_006.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_007.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_008.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_012.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_013.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_016.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_018.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_019.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_022.jpg]

    [Blocked Image: http://www.wesleytack.com/images/styx/styx_026.jpg]

    more on my portfolio:

    http://www.wesleytack.com

    Hope you like it!

    And I hope I'll see you in the map asap playing Off Limits !

    - Wesley

  • JAL
    • July 22, 2006 at 5:15 PM
    • #2

    Fantastic work, spotlight quality

    The tunnel in the last picture (one with the train) looks kind of empty,

    you should add detail if possible.

  • newpunk
    • July 22, 2006 at 5:54 PM
    • #3

    OMG! This map looks so damn sweet! I cant belive its your first map I guess i will post the link at cs-mapping.com.ua, if its okey?

  • Wesley Tack
    • July 22, 2006 at 5:59 PM
    • #4

    Thanks guys,

    Newpunk: It's my first HL2 map yes, and you can post it sure

  • newpunk
    • July 22, 2006 at 6:06 PM
    • #5

    I will! And I really like it alot.. But as I understood, this map is not for HL2, its for some modification called off-limits And could you please tell me some more about it?

  • Belgarion
    • July 22, 2006 at 6:13 PM
    • #6

    super impressive. i love how expansive the streets are and the attention to detail in all the buildings. quite amazing really.

  • dissonance
    • July 22, 2006 at 7:53 PM
    • #7

    looks suh-weet indeed.

    one question, though: what is that red deal on the side of the pistol?

  • Wesley Tack
    • July 22, 2006 at 8:12 PM
    • #8
    Quote from newpunk

    I will! And I really like it alot.. But as I understood, this map is not for HL2, its for some modification called off-limits And could you please tell me some more about it?

    It's for http://www.off-limits.be a HL2 modification, so it will be used for source.

    Tell you more about it? hmm well, most of the stuff is on our website, but in short: 2 teams, 1 alien, and basicly it's team vs. team vs. alien with teamplay ofcourse and drivable vehicles and spawn capturing as seen in this screenshot: http://www.wesleytack.com/level/styx/styx_28.jpg

    Thats very short, but we have thought everything through, it's complicated but easy to play. We will release gameplay video's soon, but with summer here and temperatures of 35°C we aren't working that much lately So for more info go to the site and check out the "media" for team info and check out "info" for FAQ and other stuff.

    Quote from dissonance

    looks suh-weet indeed.one question, though: what is that red deal on the side of the pistol?

    It's actually not a real weapon, it's an exact copy of an Airsoft weapon, so is the Omnicol (also one of our weapons). That red thing was on it, and it's the 1st weapon model i start back ages ago. And the red thing has always been there I think it's for a steady pose or something, since it was for pro-shooting (BB-gun wise). Here is a reference picture I used:

    http://www.wesleytack.com/upload/pic-reddevil-left.jpg

    Cheers,

    - Wesley

  • Minos
    • July 22, 2006 at 8:26 PM
    • #9

    Fucking amazing

  • hamst3r
    • July 22, 2006 at 8:50 PM
    • #10
    Quote from Minotauro

    Fucking amazing

    Looks pretty damn great.

  • General Vivi
    • July 22, 2006 at 9:40 PM
    • #11

    i recognize some of those props reko made the jvc one ^^

  • von*ferret
    • July 23, 2006 at 12:37 AM
    • #12

    Looks over all good. However I can't get rid of the feeling it still reminds me of HL1. Its very claustophobic with no horizon. ALl the buildings are flush against eachother with roads leading into tunnels. But lighting and texturing is spot on!

  • Wesley Tack
    • July 23, 2006 at 1:51 AM
    • #13

    Yep vivi,

    as i posted in my post, loom and reko did some props, they both are pro's, love their work a lot, i was happy they wanted to do some stuff for poor me

    Reko did some of the ad-signs and the JCV one

    Loom did the subwaybench/telephone/adstands (with doom/ltj bukem/.. etc on it) He also skinned the pickup truck.

    von*ferret:

    You have to understand this map was made for Off Limits, the gameplay was kept in mind while building this map. It is indeed sealed off completly for the reason we will have an alien walking walls/ceilings, and will be able to jump high/far, so I didn't want the alien players to jump into air hitting an invisible wall all the time. The only place where this will happen is when the player walks upward in the outdoor area, after 6/7 floors they will hit the skybox top. Thats all, If i added gaps in the sides, going over to a horizon, they would also wanna jump in those hitting nothingness, and thats what i wanted to avoid.

    About the hl1 look, I went pretty far into the limits of source. I hit limits on entity's, on sounds, it may look like hl1, but hunting an alien in a small map would mean short roundtimes and easy alien killing (also something our gameplay wont allow).

    I already made a list of stuff i recieved from posting these screens, and i will still fix them. Mostly some more brushwork and texture allignments. But after those fixes I really will be moving one. A lot more work to be done on the mod that needs attention

  • von*ferret
    • July 23, 2006 at 2:14 AM
    • #14

    The design is why it looks like hl1. The next gen tech is very nicely done by youself. But more of how the buildings enclose this area is where I think it looks hl1'ish.

  • kleinluka
    • July 23, 2006 at 7:28 AM
    • #15

    plugged

  • JamesL
    • July 23, 2006 at 12:40 PM
    • #16

    Great work mate, a well deserved spotlight.

  • D3ads
    • July 23, 2006 at 4:07 PM
    • #17

    Looks really good, but a few things bug me:

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_18.jpg]

    This area looks a little bland, perhaps it could benefit from some adverts/posters/signs on the wall? Some decals? The ceiling could have a ventilation shaft running along it? Also where are the parking line deviders?

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_28.jpg]

    I don't know what that big yellow circle is for but I personally think it looks a little ugly, you could replace it with a grate instead? The subway arches are a bit basic, perhaps they could be rounded off a bit?

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_31.jpg]

    This tunnel is very boring, a sign or two would help, maybe a junction box on the wall? Round off the ceiling so it looks more like a tunnel and not just a long box. Also the texture on the platform looks misaligned...

    It's pretty rare that I find stuff I don't like when it comes to such polished looking maps as this one, but this is such a case and I hope what I've said helps you to improve an already wonderful looking level

  • Wesley Tack
    • July 23, 2006 at 5:39 PM
    • #18

    Thanks for the crits d3ads, of course i'm happy with crits, anything to get it closer to perfection

    With the post of these screens i found some stuff from when i started this level and that i completly forgot to fix (i fixed them already now) such as textures that were still their basetexture (not dirty'd up) and some area's in the map i didn't completly touch up as i intended.

    About the shots you posted, the tunnel/subway hallway are both crits i recieved from multiple sources (i already rounded the subway hall yesterday and added supportbeams in the subwaytunnel). I also fixed the floor textures in the tunnelhall, they were a bit.. out of place

    The parkinglot walls may be a bit bland yea, but i'm already pushing close to the max. entity's and entdata in this map. So i'm gonna just leave that area filled with just the props. The parkinglot deviders would mean edleast 50+ more overlay entity's (which is why i didn't add them).

    The yellow circle is the same size as a trigger brush in that area, it's for capturing that base (Off Limits comes with a spawncapture system kinda like BF2). The yellow mark is to make it easy for players to spot that area, since some are in areas where multiple floors are as seen from the top/minimap. For instance, in the constructionbuilding, people might look for the spawn in the wrong floors, the yellow "CAPUTRE POINT" should help them spot it

    I'm compiling my fixed version as we speak. I'll post some updated shots when i get back. (not much changed though).

  • D3ads
    • July 23, 2006 at 6:55 PM
    • #19

    Haha, I never thought about the circle being gameplay specific

  • Wesley Tack
    • July 23, 2006 at 11:24 PM
    • #20

    Ok, here are Sunday's fixes:

    rounded the pillars in the subway hall

    added a bit more detail to the subway tunnel

    fixed some texture to be more dirty

    added a few more puddles of water

    and some other small fixes

    Anyway, now i'm calling this map really done, time to do some more work for the mod thats not map related so we can get this mod done asap

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_36.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_37.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_38.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_39.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_40.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_42.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_43.jpg]

    I also found a good place to park my truck... not! ;p

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_44.jpg]

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