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  3. tomrudderham

Posts by tomrudderham

  • Dm Coast - Alpha release

    • tomrudderham
    • April 4, 2005 at 9:39 AM
    Quote from ReNo

    I took a look and there is some nice stuff in there. Here are a few screenshots with some comments...[Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast1.jpg]

    Players spawn with the SMG, so there is no need to place it in your map. I noticed it in a few places - just throw in an ammo clip instead.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast2.jpg]

    Thats an awfully long linear path to take just to reach the AR2.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast3.jpg]

    This didnt look so bad in game actually. I like the movement you have introduced but felt it could have used more.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast4.jpg]

    You could probably increase the texture scale on the distant displacements, looks kinda repetitive.

    [Blocked Image: http://stuff.adrenaline-gamer.com/reno/misc/coast/dm_coast5.jpg]

    This looked pretty awkward, really needs some shadows on the desert to look right I think.

    Also, on the end of the broken bridge you had a rather odd collection of items, just didn't seem like a suitable reward for going all the way up and along the bridge.

    Display More

    Thanks for bringing those up! (Plus the other fixes!) That's exactly the feedback I need, if you find anymore let me know. Good job!

  • Dm Coast - Alpha release

    • tomrudderham
    • April 3, 2005 at 8:10 PM

    RELEASE - Dm Coast - ALPHA

    Here it is at last, the ALPHA version of DM Coast!

    I really have to point out that this is the un-optimised version, so everyone will have problems with frame rates. I get 35fps when looking over the whole map, which is terrible! The beta will hopefully be 60+ from the same position.

    Known issues to be fixed for Beta release:

    - NOT OPTIMISED - VERY BAD FRAME RATES UNLESS YOU HAVE A MONSTER PC!

    - Cube map problems on one or two textures.

    - Problems with Flashlight on a few brushes.

    - Interior of Combine building not done.

    Stills

    http://www.eliabramovich.com/coast/dm_coast1.jpg

    http://www.eliabramovich.com/coast/dm_coast2.jpg

    http://www.eliabramovich.com/coast/dm_coast3.jpg

    http://www.eliabramovich.com/coast/dm_coast4.jpg

    DOWNLOAD:

    http://www.eliabramovich.com/coast/dm_coast_alpha.zip

    Hope you enjoy the alpha release!...

    Tom.

  • Dm Coast - Alpha release

    • tomrudderham
    • March 30, 2005 at 9:01 PM
    Quote from ReNo

    I'm not too keen on the "combine inspired architecture" on the right of shot 4 - just looks like a set of random blocks covered in the same texture to me. It could just be the angle isn't too flattering, but from what I see it doesn't do the map any favours.

    I got the inspiration from this piece of artwork from the "Raising the Bar" book...

    http://www.eliabramovich.com/coast/combine_artwork.jpg

    I'd love to include the sea instead of a desert but it renders with black patches! To fix it I would need to delete a lot of brushes from the main building. I'll think about it, just means another week of brush work!

  • Dm Coast - Alpha release

    • tomrudderham
    • March 30, 2005 at 9:39 AM

    New pics today, quite a big update to the map that's taken a very very long time. I've added cliffs, much better looking displacements, some combine inspired architecture, turned the sea into a desert so the map fits in with the wasteland artwork, and loads of other things...

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    http://%7boption%7d

    Hope you like 'em!

  • Dm Coast - Alpha release

    • tomrudderham
    • March 28, 2005 at 9:06 AM

    Ah that makes more sense! I thought you were referring to model props, no idea why......

    I was thinking the terrain looked pretty dull myself, any suggestions how I would make it more vertical? I guess I could use a lot of displacements at different heights, hmm I'll have to have a good think about this one...

    BTW the websites down at the moment so you can't access the images, I'll have it up and running in a few hours.

  • Dm Coast - Alpha release

    • tomrudderham
    • March 27, 2005 at 8:36 PM

    The damaged wall displacements have a concrete texture to the sides, if I included them to my existing walls which have a different texture they would look out of place.

    As for them not fitting, the chances are I would need two or three displacements to fit the hole in the building. As there are only a few wall displacements, and a large number of damaged walls it would quickly become repetative.

    I hope that makes sense!

  • Dm Coast - Alpha release

    • tomrudderham
    • March 27, 2005 at 5:44 PM
    Quote from skdr

    I know what causes your problem. You're using textures that are used in static props (models). Make sure you dont have any textures used in Hammer that contains words "props_" or "model_" etc. These textures are located in ie. "props_combine/combinewall" etc.Concerning the map itself; Looks cool!

    In this pic tho:

    http://www.eliabramovich.com/coast/coast3.jpg

    Use displacement maps for the broken walls and floors, cheaper and looks better.

    I wish it was that simple! The problem affects a third of the map, and it covers all the brushes, not just the water. Never seen it before, I've discovered that when I turn a problem brush into func_detail, it's fixes the error. Two problems with that though, it kills frame rates by letting vis see through the wall, and it also stops the water / sea from appearing! Doh!

    Would love to use displacements but they don't fit and have different textures. I'm using them for rubble and other little details, thanks for the suggestion though!

  • Dm Coast - Alpha release

    • tomrudderham
    • March 27, 2005 at 4:52 PM

    Back with some new screens, I've updated some of the textures on the outside of the building, added the interior to the outer building. Added a wooden building to the bridge, added seagulls, a sewer system, a small windmill and lots of other details.

    I haven't done the interior to the main building yet, thats for next weekend. Once that's done I'll post an alpha of the map for people to playtest.

    Right now my biggest problem is with several textures. As you can see in the pic below the sea texture has become corrupt over a third of it's surface. This extends into the building itself, and shows up as a black / shimmering effect on the brushes.

    http://www.eliabramovich.com/coast/...exture_prob.jpg

    I'm totally stumped as to what's causing it, I've spent a week deleting walls, details and changing brushes to detail brushes. Nothing has fixed it! If anyone knows of a fix or has had a similar problem let me know!

    Anywho here are the new pics (original post also updated with them)...

    http://www.eliabramovich.com/coast/coast1.jpg

    http://www.eliabramovich.com/coast/coast2.jpg

    http://www.eliabramovich.com/coast/coast3.jpg

    http://www.eliabramovich.com/coast/coast_montage.jpg

  • Brothers in Arms

    • tomrudderham
    • March 22, 2005 at 9:28 AM
    Quote from Tequila

    Or just complete it on Easy to unlock the 'Old Film' cheat, casting everything in lovely sepia tones.

    Brilliant! Thanks for letting me know!

    Reminds me of Goldeneye how cheats and extras are unlocked as you progress through the game. Not sure why more games don't do that, it's a great incentive to play through the harder modes.

  • Brothers in Arms

    • tomrudderham
    • March 21, 2005 at 3:29 PM

    Yeah, a very awesome game. Turned out to be a lot better than expected. Turn up the contrast and knock the colour down and it almost looks like a ww2 film!

    Does anyone know how to turn on anti-aliasing?

  • Dm Coast - Alpha release

    • tomrudderham
    • March 14, 2005 at 1:27 PM

    Thanks for the comments guys!

    I haven't got round to texturing the building properly yet, I'm still working on the architecture. So far only the top of the bridge and the train lights are props, so that leaves me with a lot of brush work to do!

    Hopefully the map will be finished next month (April) I'm working from the outside in so the interiors of the main buildings are empty at the moment. I've been doing a lot of testing, building machines and combine looking architecture, so you can trust me that the interior will look great when it's done!

    Tom.

  • Dm Coast - Alpha release

    • tomrudderham
    • March 13, 2005 at 10:44 AM

    Here it is at last, the ALPHA version of DM Coast!

    I really have to point out that this is the un-optimised version, so everyone will have problems with frame rates. I get 35fps when looking over the whole map, which is terrible! The beta will hopefully be 60+ from the same position.

    Known issues to be fixed for Beta release:

    - NOT OPTIMISED - VERY BAD FRAME RATES UNLESS YOU HAVE A MONSTER PC!

    - Cube map problems on one or two textures.

    - Problems with Flashlight on a few brushes.

    - Interior of Combine building not done.

    Stills

    http://www.eliabramovich.com/coast/dm_coast1.jpg

    http://www.eliabramovich.com/coast/dm_coast2.jpg

    http://www.eliabramovich.com/coast/dm_coast3.jpg

    http://www.eliabramovich.com/coast/dm_coast4.jpg

    Original artwork: http://www.eliabramovich.com/coast.jpg

    DOWNLOAD:

    http://www.eliabramovich.com/coast/dm_coast_alpha.zip

    If you find any bugs let me know. Plus any ideas on what you'd like to see added or taken away.

    Hope you enjoy the alpha release!...

    Tom.

  • RELEASE - DM Cliff House

    • tomrudderham
    • January 31, 2005 at 5:05 PM

    Thanks for the brilliant comments! Really constructive and helpful!

    Yep there are too many props, I think I got carried away at some point. As a newbie to mapping it's very difficult not to scroll through the folders of props without being tempted to add them!

    For my next map I'll be concentrating more on the architecture, design and flow of the map. I've got some great ideas and I can't wait to get started...

  • RELEASE - DM Cliff House

    • tomrudderham
    • January 31, 2005 at 1:00 PM

    Hey guys!

    My new map, Cliff House has just been finished after a lot of tweaking and bug fixing.

    This is my second map (first was 'Freeway to C17'). I'm still learning Hammer so architecture wise my maps are not the best you'll find, but I do concentrate on the artwork and lighting to give them an edge

    Again there's some performance issues, I've tweaked the map to hell but the amount of detail just bogs slower machines down.

    I'll be concentrating more on performance for my next map, which will be a futuristic city inspired by some artwork I've recently seen.

    Details, screens and download link!:

    Deep within the countryside outside City 17 lies a hidden house at the centre of a terrible murder. The corpses of the family are still within the blackened basement, the clues of their gruesome deaths splattered around the house.

    What was once an idyllic hideaway with a small lake and tree house is now a rotting and festering swamp, and before the Police arrive the perfect place to stage a deathmatch!

    ============================

    Screens

    [Blocked Image: http://www.eliabramovich.com/cliffhouse1.jpg]

    [Blocked Image: http://www.eliabramovich.com/cliffhouse2.jpg]

    [Blocked Image: http://www.eliabramovich.com/cliffhouse3.jpg]

    [Blocked Image: http://www.eliabramovich.com/cliffhouse4.jpg]

    [Blocked Image: http://www.eliabramovich.com/cliffhouse5.jpg]

    ============================

    Download

    http://www.eliabramovich.com/dm_cliff_house.zip

  • HL2 DM - Freeway to C17

    • tomrudderham
    • December 31, 2004 at 2:56 PM

    Thanks for the comments so far!

    I'm updating the map file daily. Today I've added cubmaps, a tyre on a rope, made the tanker crash a bit more exciting, re-textured the subways, added more weapons, added an invisible wall to stop players escaping the map, and optimised the map with a 30% speed increase.

    Other ideas I had was to add a damaged building at the side of the map for players to enter. Add some vertical gameplay!!

  • HL2 DM - Freeway to C17

    • tomrudderham
    • December 29, 2004 at 5:26 PM

    For my first map I think it's a good attempt, took me a very long time to figure out how to angle the sun! It's a replica of a roundabout I walk through on my way to work, and there isn't any fancy architechure around so the map reflects that. Thanks for the honest reply though ShaDoW!

  • HL2 DM - Freeway to C17

    • tomrudderham
    • December 29, 2004 at 4:43 PM

    Freeway to C17 - By Tom Rudderham

    =============================

    On the outskirts of City 17 a battle rages on an abandoned freeway.

    Use the burning cars and trash as cover, and the subways for shelter and safety as the battle rages above!

    Map includes a hidden hideaway, tank, trees to hide in and a ton of detail.

    Known issues:

    ============================

    Non yet, let me know if you find any!

    Requires a fairly hefty PC because of the amount of detail and physics.

    Download:

    ============================

    http://www.eliabramovich.com/freeway_to_c17.zip

    Stills:

    ============================

    http://www.eliabramovich.com/freeway_1.jpg

    http://www.eliabramovich.com/freeway_2.jpg

    http://www.eliabramovich.com/freeway_3.jpg

    Enjoy!

    Tom Rudderham

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