Sentura Posted March 1, 2009 Report Share Posted March 1, 2009 a week after the first mapwar, i decided to remake my own map in source. this is the result. roughly 20 hours spent on fleshing the entire thing out, and perhaps another 20 on polishing and fine tuning (compile times included). thanks to erratic and deathy for testing/feedback. up to 10 players at at time; 4-8 recommended. download (8.5 mb) Quote Link to comment Share on other sites More sharing options...
Minos Posted March 1, 2009 Report Share Posted March 1, 2009 Nice stuff seeing a mapwars map becoming a proper fleshed out map. The goldsrc version had a very sweet layout, will give this source version a try! Editing: Just checked the map ingame, cool stuff! I found a few visual glitches but nothing to worry about. Did you use a func_water_lod? It seems that you also need a shadow_control entity. The indoor lighting also needs some work, it's way too dark. Make the light_spots wider and stronger! Quote Link to comment Share on other sites More sharing options...
Sentura Posted March 1, 2009 Author Report Share Posted March 1, 2009 water lod and shadow control are both in place and configured. map has been updated with better spotlights. Quote Link to comment Share on other sites More sharing options...
Warby Posted March 2, 2009 Report Share Posted March 2, 2009 so wait ... is this episode 2 or hl2dm content ?! looking good eitherway Quote Link to comment Share on other sites More sharing options...
Punky Posted March 3, 2009 Report Share Posted March 3, 2009 so wait ... is this episode 2 or hl2dm content ?! looking good eitherway I definitely see some ep2 textures in there, he probably ported them to hl2dm... I'm downloading the map right now, have always been and still am a hl2dm fan so I'll take a look at the map Quote Link to comment Share on other sites More sharing options...
Minos Posted March 3, 2009 Report Share Posted March 3, 2009 Those are all ep1 textures ;o Quote Link to comment Share on other sites More sharing options...
Freak Posted March 3, 2009 Report Share Posted March 3, 2009 I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea. The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends good job! Quote Link to comment Share on other sites More sharing options...
NykO18 Posted March 3, 2009 Report Share Posted March 3, 2009 The exterior lighting is quite bland, don't you think you could improve it with brighter and less light sources..? I really liked the foggy interior, but it could really use some more details. You should try to waste it a bit more, isn't it supposed to be sewage? Also, the industrial environment is always happy to be merged with some yellow/red colored lighting. Quote Link to comment Share on other sites More sharing options...
Sentura Posted March 3, 2009 Author Report Share Posted March 3, 2009 I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea. The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends good job! hah, sorry, the teleporter was supposed to work for physics props only (since oildrums sink). i see that i'll have to make a workaround solution to this though, weapons shouldn't port. also, yes, there are a few ep2 textures and models ported/used in the map. no, i didn't ask valve, and i honestly don't think they care. the lighting outside probably isn't going to be changed much. it's night time, lighting should be sparse. i think there's too much light as it is already (outside, that is). lighting color code is definitely not going to be changed as it i've used different color light in different areas for significance (blue tint = large areas/outside, greenish/yellow tint = tight spaces, orange/bright light = areas of interest/weapons). i would raise the ambient lighting, but then it gets too bright inside. as for sewage: sewage is the waste water running through the interior canal. i don't think i need more props or decorations, but perhaps i am wrong. Quote Link to comment Share on other sites More sharing options...
NykO18 Posted March 3, 2009 Report Share Posted March 3, 2009 Dah, you don't have to make it brighter, just add more constrast. Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean. As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments. But it's OK, you may not want to try, I was just giving my two cents. Quote Link to comment Share on other sites More sharing options...
Sentura Posted March 3, 2009 Author Report Share Posted March 3, 2009 Dah, you don't have to make it brighter, just add more constrast. Night time doesn't mean everything has to be bland, night time means you can play with powerful light sources and long shadows, if you know what I mean. As for sewage, I never visited one myself, but searching for pictures in Google gave me more rusty, dusty, wasted environments. But it's OK, you may not want to try, I was just giving my two cents. you're probably thinking of a sewage plant. those are normally completely outside, but they do carry a similar look to what i've done inside (see the photos below). my point with this was not to make a sewage plant, but rather to make a part of sewer and an outside area, whether completely realistic or not. the contrast is that you have a cleaner, brighter, colder outside and a dirtier, darker and danker inside. this is what i found on google myself, searching for sewage/sewage plant: Quote Link to comment Share on other sites More sharing options...
NykO18 Posted March 3, 2009 Report Share Posted March 3, 2009 Ok, understood! Quote Link to comment Share on other sites More sharing options...
Freak Posted March 4, 2009 Report Share Posted March 4, 2009 I tested the map, and must say I was pretty shocked by the teleporter in the back part (i´ve thrown a grenade back there and it simply exploded beside me <.<), but it´s a good idea. The layout is cool, I´m gonna upload the map on our server and will playtest it with some friends good job! hah, sorry, the teleporter was supposed to work for physics props only (since oildrums sink). i see that i'll have to make a workaround solution to this though, weapons shouldn't port. grenades are physics Quote Link to comment Share on other sites More sharing options...
2d-chris Posted March 6, 2009 Report Share Posted March 6, 2009 This maps a load of shit! Ok bad joke, love it so far mate Quote Link to comment Share on other sites More sharing options...
Sentura Posted March 8, 2009 Author Report Share Posted March 8, 2009 new version released! changes: [*:jlb44k6k] added color correction [*:jlb44k6k] added significantly more lighting throughout the level [*:jlb44k6k] fixed teleporting grenade bug [*:jlb44k6k] added minor architectural changes [*:jlb44k6k] all models should now be textured properly this should resolve the issues i've heard from people. feel free to give more feedback. Quote Link to comment Share on other sites More sharing options...
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