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Half-Life 2: Deathmatch 1024-unit Competition?

  • Erratic
  • April 4, 2007 at 8:01 PM
  • JeanPaul
    • April 21, 2007 at 10:09 PM
    • #181

    I still have a lot of walkways to add, but I did manage to texture it.

    [Blocked Image: http://img256.imageshack.us/img256/3124/dm10240001ah1.th.jpg][Blocked Image: http://img221.imageshack.us/img221/3193/dm10240002em0.th.jpg][Blocked Image: http://img68.imageshack.us/img68/9242/dm10240003cg2.th.jpg]

  • Zeta
    • April 21, 2007 at 10:35 PM
    • #182

    hl2 textures only plz thx

    looking good

  • JeanPaul
    • April 21, 2007 at 10:44 PM
    • #183

    Thanks, and it is only HL2 content.

    EDIT: Is that orange-ish beam texture from CSS that someone ported in a map I might have downloaded? Or is it a HL2 texture?

  • Zeta
    • April 21, 2007 at 11:03 PM
    • #184

    css

  • OnboardError
    • April 21, 2007 at 11:37 PM
    • #185

    zeta where's your pics lol

  • merkaba
    • April 22, 2007 at 1:55 AM
    • #186

    Heh I started a map for this competition yesterday....with only 9 days I don't think I'll get it done in time :] Still, I want to make it even if its too late to submit!

    At my current rate the map is looking to be 100% displacement maps, which I can say is a huge pain in the arse but it looks cool

    *edit*

    [Blocked Image: http://img132.imageshack.us/img132/4593/rocktowerkm1.jpg]

    This is a picture of the map so far...it's not really showing much; as you can see, it is still very much unfinished ^^ but the layout is in there, and I am gradually replacing all the measure walls with proper rock formations.

    Basically, the map has 4 levels and all wind around a single rock tower. There is a hollow center, with 3 of the levels, and paths around the outside with some fast routes upward via ladder-slopes (you can see one on the left in the picture). There is a pool of water in the bottom level which you can drop down into from the very top.

    No critisisms at this stage please, eg I know the rock props look weird and there is one obviously repeated on the right, and that the 2nd level ledge is unnaturally horizontal....like I said, this is a very early stage and I just wanted to show what it was I was working on : )

    Cool competition idea btw!

  • ginsengavenger
    • April 22, 2007 at 4:22 AM
    • #187

    There's a shocking lack of gravgun-throwable props in these shots so far guys

    I'd expect more arenas designed around that weapon actually~

  • JeanPaul
    • April 22, 2007 at 6:29 AM
    • #188

    Prop_physics are added last.

  • KungFuSquirrel
    • April 22, 2007 at 6:40 AM
    • #189

    I've actually been trying to figure out how to strip the gravity gun, or perhaps even use it as a normal weapon pickup. No dice.

  • JeanPaul
    • April 22, 2007 at 7:07 AM
    • #190
    Quote from Maveric

    1. Have the player spawn in a sealed room completely outside the area.2. Put a trigger to strip all weapons from the player in this room.

    3. Place teleports in the room that lead to areas on the map.

    4. Have weapons spawn near teleport destinations, but generally make those destinations impossible to get into and to shoot out of. (To prevent all players from camping spawns and getting kills without moving from the spawn)

    Done. Though, it isn't the 'cleanest' way to do it, and feels slightly ugly having to hack the process together.

  • PS_Mouse
    • April 22, 2007 at 8:29 AM
    • #191
    Quote from merkaba

    At my current rate the map is looking to be 100% displacement maps

    You crazy kid merk

  • ginsengavenger
    • April 22, 2007 at 9:06 AM
    • #192
    Quote from JeanPaul

    Prop_physics are added last.

    I know it's all WIP

    Just saying, and to clarify: the thing that makes hl2dm unique is the fights using physics props. So approaching this small map requirement I'd make something specifically designed to leverage the strength of the game, and build the map around crucial prop placements.

    I just wish I had any time to make something - this one sounds like a real fun little project.

  • Gorion
    • April 22, 2007 at 1:05 PM
    • #193

    i am now balancing/placing the stuff (weapons,ammo,phys items and adjusting the lightning)

    the hard thing to do is to decide how much/many phys items you will have..

    atm i have allot of barrels (about 20 drums), but thats to much for a small map, but then again tweaking is the point (to bad i can't get 4 players or so to test the map)

  • Kakburk
    • April 22, 2007 at 2:11 PM
    • #194

    Getting close to the end now. Unfortunately I'm unsure if I'll have enough time to optimise the map properly-- but I'll try. As for now I'm struggling with the elevators on the map which needs alittle adjustments aswell as fixing with HDR and bloomd thingies and whatever.

  • ReNo
    • April 22, 2007 at 2:51 PM
    • #195

    I'm not sure if I'm gonna have any physics props, and if I do, there certainly won't be many of them. The layout of my map is too tight for there to be much space for them, sadly; physics props lying around would impede movement too much I reckon. I'm going for more of a UT style map but for HL2DM. Whether or not it will work out I've yet to see.

  • Buddy
    • April 22, 2007 at 4:51 PM
    • #196

    Didn't had much time to work on my entry recently, hopefully DL is 30th so there's still a week.

  • Rick_D
    • April 22, 2007 at 5:12 PM
    • #197
    Quote from merkaba

    Heh I started a map for this competition yesterday....with only 9 days I don't think I'll get it done in time :] Still, I want to make it even if its too late to submit!At my current rate the map is looking to be 100% displacement maps, which I can say is a huge pain in the arse but it looks cool

    *edit*

    [Blocked Image: http://img132.imageshack.us/img132/4593/rocktowerkm1.jpg]

    This is a picture of the map so far...it's not really showing much; as you can see, it is still very much unfinished ^^ but the layout is in there, and I am gradually replacing all the measure walls with proper rock formations.

    Basically, the map has 4 levels and all wind around a single rock tower. There is a hollow center, with 3 of the levels, and paths around the outside with some fast routes upward via ladder-slopes (you can see one on the left in the picture). There is a pool of water in the bottom level which you can drop down into from the very top.

    No critisisms at this stage please, eg I know the rock props look weird and there is one obviously repeated on the right, and that the 2nd level ledge is unnaturally horizontal....like I said, this is a very early stage and I just wanted to show what it was I was working on : )

    Cool competition idea btw!

    Display More

    I think the pokey rocks look cool - reminds me of oblivion

  • Kakburk
    • April 22, 2007 at 5:52 PM
    • #198

    Well-- I'm "finished" with my map... if I can say it like that. Due to some really stupid circumstances I've got to do a format on my harddrive ASAP and that means I've got no time to work on my map these last hours of Sunday. There are a few bugs still to fix-- aswell as adjusting to do with the light stuff, elevators and the effects. Also alot of stuff I wished to add hasn't been added 'cause I don't have time to.

    Anyways, this'll be the version of the map I'll be using for this content. But be prepared for it to not be finished. It's playable but well, I know one thing, the elevator with the button is probably going to affect the gameplay in a negative way-- it's really been bothering me and I haven't got it to work properly.

    I took some screenshots of it and uploaded for you, didn't give myself the time to rescale them-- sorry. :X And they're taken in windowed mode too :roll: very sexy indeed.

    http://www.student.uit.no/~paalde/games ... _mc24c.rar <-- Map download

    http://www.student.uit.no/~paalde/games ... 276-c1.jpg

    http://www.student.uit.no/~paalde/games ... 276-c2.jpg

    http://www.student.uit.no/~paalde/games ... 276-c3.jpg

    http://www.student.uit.no/~paalde/games ... 276-c4.jpg

    http://www.student.uit.no/~paalde/games ... 276-c5.jpg

    http://www.student.uit.no/~paalde/games ... 276-c6.jpg

    Please pardon the unfinishedness.

  • ReNo
    • April 22, 2007 at 6:05 PM
    • #199

    Merkaba: Rather you than me mate! I started my entry as a similar sort of map with a central tower and spiraling terrain around the outside, but the displacements got the best of me and I gave up on it. Bloody hate those things - one day I'm gonna have to teach myself to use them well for complex terrain.

    Kakburk: Some cool architecture in there, getting quite a Halo vibe from some of the shots. As for not having "these last hours of Sunday" - you do know the deadline was moved back to the 30th, as in next Monday, right? Go check the first post in this thread again, it's been updated Hope that gives you the time you need to sort out those bugs!

    My map still makes very little sense whatsoever, but its coming on quite nicely. Pretty slow progress, but I should be able to get things finished off for next Monday. Decided to call it "dm_weaver" as the wooden walkways on the top two floors look like, well, a weave when you view them from above

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/dm_weaver1.jpg]

  • dux
    • April 22, 2007 at 6:31 PM
    • #200

    Love the abstract look you got going reno.

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