JohnSmith Posted April 21, 2007 Report Posted April 21, 2007 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 Quote
JeanPaul Posted April 21, 2007 Report Posted April 21, 2007 I still have a lot of walkways to add, but I did manage to texture it. Quote
JeanPaul Posted April 21, 2007 Report Posted April 21, 2007 Thanks, and it is only HL2 content. EDIT: Is that orange-ish beam texture from CSS that someone ported in a map I might have downloaded? Or is it a HL2 texture? Quote
merkaba Posted April 22, 2007 Report Posted April 22, 2007 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 *edit* 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! Quote
ginsengavenger Posted April 22, 2007 Report Posted April 22, 2007 There's a shocking lack of gravgun-throwable props in these shots so far guys I'd expect more arenas designed around that weapon actually~ Quote
KungFuSquirrel Posted April 22, 2007 Report Posted April 22, 2007 I've actually been trying to figure out how to strip the gravity gun, or perhaps even use it as a normal weapon pickup. No dice. Quote
JeanPaul Posted April 22, 2007 Report Posted April 22, 2007 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. Quote
PS_Mouse Posted April 22, 2007 Report Posted April 22, 2007 At my current rate the map is looking to be 100% displacement maps You crazy kid merk Quote
ginsengavenger Posted April 22, 2007 Report Posted April 22, 2007 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. Quote
Gorion Posted April 22, 2007 Report Posted April 22, 2007 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) Quote
Kakburk Posted April 22, 2007 Report Posted April 22, 2007 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. Quote
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