Thats kinda freaky in a somewhat cartoony game style. Can picture it in a slightly dark yet still cartoon styled 3D platformer. Very nice for the dev time, good job ![]()
Posts by ReNo
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Sounds like a good idea to me - there are too many commercial racing games with advanced driving physics and things to realistically compete against with a mod.
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I like the theme, but it seems somewhat formulaic after your last model. Big hands and feet, interesting torso and head, but the legs and arms are thin once again and look to serve as easy joints between the clear focus points of the model. I guess having two models with somewhat similar attributes but being otherwise original is hardly worthy of great criticism, its just what stood out to me after seeing both. Good job though, particularly for a short development time

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Are HLRally planning on making a source version? I was always quite tempted to make a map for that but never really got around to it, and now it seems a bit silly to bother.
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You know I've a feeling it might be possible to do such a thing with the gravity, though perhaps not to the extent of such curving platforms.
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I think having four lights is fine, but you may want to spread them out a little as they seem very focused at the centre of the room. I'd lose or change the lights fixed to the wall though, they don't look very good in my opinion.
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Wow, you're younger and speak better English. Thats just what we all wanted to know, thanks for that. And what gives you the right to decide whether he is really eager to learn how to map, or is just being swept up in the simplicity of it? Just because the SDK is available to download from the steam games list doesn't make it any easier anyway, as the tools are pretty much the same.
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Looks like they spent a lot of time on their levels

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You can change server variables using a map entity, but I'm not sure if it would be set back to default once the map had ended.
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Of course you wouldn't get a ping on your own computer - ping is the time it takes to get a reply from the host computer, and since you are the host, it will be 0 regardless of the map. To test performance in HL2 levels you use comparative FPS testing - compare the FPS you are getting in your level to the FPS you get in official levels.
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I think the bark looked more convincing in the earlier skin, but still, it is looking excellent.
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Yeah it is a bit of a concern that, but I've spent quite a bit of time trying to ensure there are smooth paths to take and those paths are quite clear to the player. Obviously with me knowing exactly which parts are too steep to climb means I'm not the ideal person to judge if it works or not though.
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I updated some screenshots on the snarkpit so I'll post them here for some more thoughts. I'm not 100% satisfied with these areas as I knocked them up fairly quick for the contest, but as I didn't enter I've got as long as I want to fix them up.
[Blocked Image: http://www.snarkpit.com/maps/HL2/images/1347_1.jpg]
[Blocked Image: http://www.snarkpit.com/maps/HL2/images/1347_2.jpg]
EDIT: If this forum is going to be deleted as the contest is over, could somebody please move this thread over to the WIP gallery?
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I like your changes, its coming along pretty well. One other suggestion though - change the name. I'm so sick of all these maps with crappy generic names.
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Wow, that really is a stunning piece of work, far nicer judging by that shot than any of the other official maps. The green, red and white flag things look a bit out of place to me though - too bright and flat looking compared to the surrounding geometry.
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Looks really really good - I particularly like the area shown in the second shot.
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I think the design of the building looks fine, but the lighting really needs work. Do you have a leak or something? It looks like RAD is only running direct lighting judging by the harsh shadows all over the place. If there is no leak, make sure you are using a reasonable number of bounces in RAD - try between 3 and 8 I guess. Looking at the spotlights along the left most wall in the first shot, it looks like you have them much too weak and focused - let the angles be a bit wider as at the moment they only effect a tiny spot on the ground, which makes them seem pointless. As others have said, the yellow lights NEED to go or at least be toned down in saturation - at present they are a horrible, stand out colour and yet seemingly have no effect on the surrounding brushwork. The yellow strip lights in the tunnel give off much too yellow a light for the colour of the strip. You should try and keep colours subtle for the most part.
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Looks awfully limited in terms of connectivity - seems more like a big circle than anything. That said, TS seems to work without much choice in flow, so I guess its maybe not a concern.
Map looks feasible in the HL engine, particularly if you kept it small scale. For example, if that building was a small pagoda or something as opposed to a large hall. Would be difficult to make it look good and run well with that layout, but there are people around that could manage it I'm sure.
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Why the hell would you post this topic in the Valve HL2DM mapping contest forum?! Look before you leap - there is a classifieds section for this sort of post.
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One of my flatmates seems to claim that Quake is the fastest DM game out there, but personally I think thats bullshit. Its quite fun and all, and amazing for its time, but saying its really fast just seems like crap to me. Quake 3, UT, and even HLDM when played by top players, are far far faster.