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Half-Life 2: Deathmatch 1024-unit Competition?

  • Erratic
  • April 4, 2007 at 8:01 PM
  • JeanPaul
    • April 22, 2007 at 6:49 PM
    • #201

    So wait, when is the new deadline?

  • KungFuSquirrel
    • April 22, 2007 at 6:55 PM
    • #202

    Yeah, awesome stuff Reno. And Merk! Hurrah!

    Thanks for the tip, JeanPaul... I think I can tweak that setup to work just the way I intended. Hope it turns out fun

  • Kakburk
    • April 22, 2007 at 7:09 PM
    • #203
    Quote

    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 Smile Hope that gives you the time you need to sort out those bugs!

    !!! Yay! :F How unexpected. *Shines of happiness to be able to fix all stupid bugs and stuff.*

  • JeanPaul
    • April 22, 2007 at 7:13 PM
    • #204

    Okay, next Monday, good stuff.

  • Erratic
    • April 22, 2007 at 7:33 PM
    • #205

    Great stuff Reno. Got a UT style thing going there. Looks fun.

    And I got to get around to posting mine. All these deadline pushes have made me lazy.

  • Gorion
    • April 22, 2007 at 7:43 PM
    • #206

    i like it reno

    i am still trying to get a nice lightning (it has now an evening setting, hard to get some real good lightning without making it to dark or to bright..)

    edit:

    hehe i need some optimizing.. vvis did 24 mins to calculate (normal), after done 3 hints placements it allready was 12 mins.. still way to much

  • Dodger
    • April 22, 2007 at 9:35 PM
    • #207
    Quote from ReNo

    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]

    As allways impressive there, Reno. Not a bad name for the map too.

    Best map wins!

  • merkaba
    • April 23, 2007 at 1:29 AM
    • #208

    Isn't it really weird when you are testing your map and suddenly someone joins your server? I was just trying out some different sun positions, when BAM, I am face to face with a guy named Mike from Canada. He was a nice guy too, ran around the map with me and gave me some ideas and pointed out some problems He also offered a name for the map, which is what I shall hereby be calling it; dm_rockhill.

    Well, my task of displacementising every surface is still in progress; its not difficult really, just slooow. The big problem I am faced with right now is how to light it so that the rocks don't look washed out; I need to find a way to make the forms easier to see; perhaps I can find a decent sun setting, or perhaps I shall have to make it at dusk and have some other light sources...anyway, time will tell.

    Oh, and the bigger pain I guess will be using NODRAW walls to attempt to block VIS in the map since displacements can't do this. I'll worry about that once all the rock work is done though.

    Oh! And, Half-Life 2 seems to have a precious lack of natural props other than rocks and trees...oh well.

    Anyway, progress is apparent but I don't have a lot of time each day to work on it; I doubt I'll get it done for the deadline. No matter though, it's gotten me off my creative ass and started doing something, and hopefully I shall have a fun unique DM level by the end

    There are some really cool looking maps being made for this competition anyway, so maybe once I get to play them I can get some ideas.

    Some quick points about plans for my map: There shall be no RPG (spaces are too tight), and probably no crossbow. The main collectable weapons will be shotguns and magnums, and satchels; but I shall put a single combine gun in somewhere.

    I also plan on having some rock falls which are a source of physics objects for the gravity gun; if possible I will make it so that if you pull one out, another drops down in its place, so you can hang around one of these rockfalls and use it as an inexhaustable gravity-gun supply cache.

    I did have an picture of the updated map...but my internet is being screwy and I can't upload to imageshack or my FTP. Hmm.

    Yay, a kind friend of mine uploaded it for me.

    [Blocked Image: http://img208.imageshack.us/img208/5554/rockhillgi0.jpg]

  • von*ferret
    • April 23, 2007 at 2:17 AM
    • #209

    very interesting if i had joined i was going to do a floating island made out of rubble more or less.

  • amckern
    • April 23, 2007 at 3:54 AM
    • #210

    I only found out about this comp on friday, so this has been a quick wip, still in progress.

    [Blocked Image: http://ammahls.com/images/mapcore/mapcore_comp0000.jpg]

    [Blocked Image: http://ammahls.com/images/mapcore/mapcore_comp0001.jpg]

  • ReNo
    • April 23, 2007 at 4:08 AM
    • #211

    You could afford to put a lot more faces on those tunnels to smooth them out - at the moment they look really angular and retro. Watch your texture alignment across the curves too - use alt-right click with the lift and select mode to wrap seamlessly from one face onto another (keep running into people who weren't aware of this feature, I'd be so lost without it!).

  • Defrag
    • April 23, 2007 at 4:43 AM
    • #212

    Ain't nothin' mo' slick than alt right click.

  • KungFuSquirrel
    • April 23, 2007 at 6:33 AM
    • #213

    oof, I didn't get much done this weekend. Going to be down to the wire on this, but it's coming together finally.

  • insta
    • April 23, 2007 at 8:41 AM
    • #214
    Quote from Defrag

    Ain't nothin' mo' slick than alt right click.

    I finished my map this weekend. I'll post it tomorrow, just need to tweak some light-values first. Total compiletime is 4 minutes, so it shouldn't take long.

  • zeon
    • April 23, 2007 at 1:54 PM
    • #215

    im doing some testing with a upload script, so if you need a upload you can use this

    http://%7boption%7d

    for the maps. think they looks pretty cool but then again its source. im more of an oldschool "hl 1 / cs" i like the "Rockhill"

  • Rick_D
    • April 23, 2007 at 3:14 PM
    • #216

    @ zeon

    Quote from Rick_D

    Ok ladies and gentlemen; once you've finished your map completely and utterly upload it here:ftp://[email protected]

    You have read and write access but you cannot overwrite previous versions of your map so _only_ upload it on or after the deadline and when you are completely happy with your bsp. If you somehow fuck this up then contact me and I will have to do it manually, but I'll curse the air you breathe if I have to do it.

    The server is also up and running at the moment, it's been left open to all to generate a little publicity for the hosts and mapcore.net. However once we have all the maps uploaded we'll password the server and give the information in the "final entry" threads.

    IP: 195.242.239.13:27015

    The name of the server is http://www.mapcore.net HL2DM Competition | Phoenix-servers.co.uk

    Just to give you a run down on the settings the server is running:

    timelimit: 10 mins per map

    100 tickrate

    default everything else

    If you have any requests/suggestions get in touch and we'll try and get it sorted out before the deadline. Don't come shouting about something on the actual day because it'll most likely be too late and I'll once again curse the air you breathe.

    What day do you want to hold the test on?

    I would like to suggest that we have a mapper only test and voting, and then get some general pubbers/non mappers to test it and get them to vote as well and do an average score so we get the full range of opinions. With 10 mins per map I think that is feasible.

    Suggestions?

    Display More
  • Bluestrike
    • April 24, 2007 at 5:37 PM
    • #217

    Can't connect to teh ftp.

    Anyway:

    http://www.tcmagazine.com/bluestrike/dm ... espitt.zip

    Original idea was this conveyor thingy players had to use to get higher in the map and plateau's at the sides, and tubes at the side where they spawn.

    At the top they would find a good weapon.

    Then I played with the idea of a giant incinerator (spelled wrong probebly) in the middle, and the player what got to the top would fry everybody else by pusing a button.

    In the end I ended up with this,

    pretty much made everything up as I made progress with the map.

    Had to remove the railings on the moving plateaus because they gave stuck issues.

    Well at least its better then the one I sent in for the Valve dm map contest

    Click to enlarge

    [Blocked Image: http://www.tcmagazine.com/bluestrike/dm/dm_bluespitt0000s.jpg]

    [Blocked Image: http://www.tcmagazine.com/bluestrike/dm/dm_bluespitt0001s.jpg]

    [Blocked Image: http://www.tcmagazine.com/bluestrike/dm/dm_bluespitt0002s.jpg]

  • zeon
    • April 24, 2007 at 6:08 PM
    • #218

    was ment for images dosnt accept anything else

  • Rick_D
    • April 24, 2007 at 10:10 PM
    • #219

    ok I understand.

    Anyone else having trouble uploading to the ftp? What browser are you using etc

  • ReNo
    • April 24, 2007 at 11:44 PM
    • #220

    Looking cool Bluestrike, another map that kinda reminds me of Halo in its style and architecture. How do you get around though? You said you had planned on using a conveyor but ended up with something else, but I can't see that many linking routes. Lots of ladders, or jump pads or something that are hard to notice?

    A wee update on mine - this is a shot of one of the outer passages that surrounds the central room, connecting the different stories. Progress is still pretty slow, being too much of a perfectionist given I've not even blocked in much of the layout yet (though it is planned) so hopefully I'll get over that and start getting the critical stuff in before pissing around with minor lighting tweaks

    [Blocked Image: http://www.snarkpit.net/pits/reno/images/dm_weaver2.jpg]

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