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Half-Life 2: Deathmatch 1024-unit Competition?


Is it worth doing?  

80 members have voted

  1. 1. Is it worth doing?

    • Definately.
      70
    • Terrible idea. Go away.
      10


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Posted

Voodoo, you should increase the brightness of the ambient, it's too dark atm.

And maybe put some colors into your lighting because it has a sort of Black'n White Feeling.. which is not really funky :v

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Posted

Heh I started a map for this competition yesterday....with only 9 days I don't think I'll get it done in time :] Still, I want to make it even if its too late to submit!

At my current rate the map is looking to be 100% displacement maps, which I can say is a huge pain in the arse but it looks cool :cool:

*edit*

rocktowerkm1.jpg

This is a picture of the map so far...it's not really showing much; as you can see, it is still very much unfinished ^_^ but the layout is in there, and I am gradually replacing all the measure walls with proper rock formations.

Basically, the map has 4 levels and all wind around a single rock tower. There is a hollow center, with 3 of the levels, and paths around the outside with some fast routes upward via ladder-slopes (you can see one on the left in the picture). There is a pool of water in the bottom level which you can drop down into from the very top.

No critisisms at this stage please, eg I know the rock props look weird and there is one obviously repeated on the right, and that the 2nd level ledge is unnaturally horizontal....like I said, this is a very early stage and I just wanted to show what it was I was working on : )

Cool competition idea btw!

Posted

1. Have the player spawn in a sealed room completely outside the area.

2. Put a trigger to strip all weapons from the player in this room.

3. Place teleports in the room that lead to areas on the map.

4. Have weapons spawn near teleport destinations, but generally make those destinations impossible to get into and to shoot out of. (To prevent all players from camping spawns and getting kills without moving from the spawn)

Done. Though, it isn't the 'cleanest' way to do it, and feels slightly ugly having to hack the process together.

Posted

Prop_physics are added last.

I know it's all WIP :)

Just saying, and to clarify: the thing that makes hl2dm unique is the fights using physics props. So approaching this small map requirement I'd make something specifically designed to leverage the strength of the game, and build the map around crucial prop placements.

I just wish I had any time to make something - this one sounds like a real fun little project.

Posted

i am now balancing/placing the stuff (weapons,ammo,phys items and adjusting the lightning)

the hard thing to do is to decide how much/many phys items you will have..

atm i have allot of barrels (about 20 drums), but thats to much for a small map, but then again tweaking is the point :) (to bad i can't get 4 players or so to test the map)

Posted

Getting close to the end now. :) Unfortunately I'm unsure if I'll have enough time to optimise the map properly-- but I'll try. As for now I'm struggling with the elevators on the map which needs alittle adjustments aswell as fixing with HDR and bloomd thingies and whatever. :)

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