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  3. Wesley Tack

Posts by Wesley Tack

  • ol_styx (Off Limits map)

    • Wesley Tack
    • July 26, 2006 at 2:05 PM

    Thx for the comments Mazy, no you don't sound like a mega negative guy, all your crits are valid. But i'll explain one or two of them:

    About the trims, as you will see, the whole map doesn't have many trims, this is for a reason. This map is build for Off Limits, and it will have a wall/ceiling walking alien. Since i'm not sure yet how that will work on trims i left them out, cause if the alien has to go over each trim thats lets say 8*8 units and the player has to move over each small trim like that it would be dumb after a while. But the biggest issue that would be is that the character animations would look extremly stupid seeing the alien turn 90° 3 times over a small 8*8 trim. So therefor i tried to stay as flat as possible with many of the surfaces.

    And about the subway/parking details. I really don't know what else to add there. I planned to add pipes in the subwaytunnel, but that would again be between 50 to 100 entities, and i don't have that much entity's left (i tried, i got errors.. to many ents ) And since subway tunnels are pretty bland in real life (same as parkings) i'm not gonna bother with them anymore. The mod needs more than one map (i started finalizing another map already).

    About the lighting being bland (Rick_D) I had to move the light_environment to -90 (straight down) because of the tall buildings when using an angle it darkens the map A LOT. I tried a lot of things (dozens) and mailed Valve about this. The only thing that worked "ok" was to move it straight down. If you look at the minimap, you'll see that the outside area is a lot brighter than when you look at the 1st person view. So there you can clearly see howmuch the brightness gets darker because of the surrounding buildings.

    -W

  • ol_styx (Off Limits map)

    • Wesley Tack
    • July 24, 2006 at 5:24 PM

    Ok, I updated the parking lot so it would fit the rest of the map more, and I must say you were rite, looks better

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_45.jpg]

    [Blocked Image: http://www.wesleytack.com/level/styx/styx_46.jpg]

  • ol_styx (Off Limits map)

    • Wesley Tack
    • July 24, 2006 at 2:06 PM
    Quote

    ":1lnc55ob]Fantastic map!COngrats, especialy being you'r first map.

    What past do you have on Level Designs? I mean engines and editors?

    Thanks, I made a Quake2 map long ago, and also a Quake3 DM map

    The Quake3 map was a rebuild from my favorite Quake2 map, the frag pipe.

    Sadly enough, I hardly played it :/

    I hope edleast some Quake3 people did

    You can have a look at those two maps on my website, direct link here:

    http://www.wesleytack.com/level.html

    The Q2 editor I used was Qoole 2.5

    For my Q3 map I used GTK radiant 1.2.11

  • ol_styx (Off Limits map)

    • Wesley Tack
    • July 24, 2006 at 11:28 AM
    Quote from Pericolos0

    awesome ... will there be LTJ Bukem music in the map?

    If I only could, I would

    About the garage... maybe i'll need to have a second look at it and make it more fitting with the rest of the map. I'll see what i can do. But i want to keep it open so it makes vehicle driving not to hard. Since it's a connection from the tunnel to the other city area and i expect some vehicle action in that area .

  • ol_styx (Off Limits map)

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

    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]

  • ol_styx (Off Limits map)

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

    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).

  • ol_styx (Off Limits map)

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

    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

  • ol_styx (Off Limits map)

    • Wesley Tack
    • July 22, 2006 at 8:12 PM
    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

  • ol_styx (Off Limits map)

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

    Thanks guys,

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

  • ol_styx (Off Limits map)

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

    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

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • July 19, 2006 at 9:45 PM
    Quote from Minotauro

    Wow the car did a frontside noseslide Hardcore!

    you skateboard? snowboard? wakeboard?

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • July 19, 2006 at 5:07 PM
    Quote from FrieChamp

    You get the gold star of the day

    Thanks! Does it come with a big amount of cash?

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • July 19, 2006 at 11:32 AM

    Thanks guys, happy to be on the forum, seems like a good mapping community

    I got a few ingame video's of my map aswell, for those interested:

    (they were taken during a quick playtest)

    [Blocked Image: http://unsain.hlgaming.com/images/uw4ol7wb4ld1d/carjump.gif]

    (xvid)

    http://www.wesleytack.com/upload/cop_jump.avi

    http://www.wesleytack.com/upload/caroncar_action.avi

    - Wesley

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • July 19, 2006 at 2:32 AM

    the first 6 floors are accessable, the rest is in fact 3Dskybox, the whole level is cut off at a certain height, i had to do some work to get rid of the seam, but i got it away in the end.

  • WIP in WIP, post your level screenshots!

    • Wesley Tack
    • July 19, 2006 at 1:00 AM

    Heres my first map i made for source, it's for http://www.off-limits.be

    It's a large citymap, you can see a part of it in this shot.

    [Blocked Image: http://www.wesleytack.com/upload/styx/ol_styx0051.jpg]

    - Wesley

  • emp_mvalley

    • Wesley Tack
    • July 16, 2006 at 1:34 PM

    I wonder how it will play with 20+ people on the server.

    But I think the models are pretty low-poly in Empires?

    Or edleast you'll need heavy LOD's.

    As for the map, visually, really nice work, love the big monolith

  • El Paso [Outlaws&Lawmen] (updated 17 jan)

    • Wesley Tack
    • July 16, 2006 at 1:22 PM

    Very nice mapping,

    Is this the only western mod still active for source? Cause I think it is.

    Hows progress? playtesting it already? When do you expect a release?

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