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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

I'm not sure if I'm gonna have any physics props, and if I do, there certainly won't be many of them. The layout of my map is too tight for there to be much space for them, sadly; physics props lying around would impede movement too much I reckon. I'm going for more of a UT style map but for HL2DM. Whether or not it will work out I've yet to see.

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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!

I think the pokey rocks look cool - reminds me of oblivion

Posted

Well-- I'm "finished" with my map... if I can say it like that. Due to some really stupid circumstances I've got to do a format on my harddrive ASAP and that means I've got no time to work on my map these last hours of Sunday. There are a few bugs still to fix-- aswell as adjusting to do with the light stuff, elevators and the effects. Also alot of stuff I wished to add hasn't been added 'cause I don't have time to.

Anyways, this'll be the version of the map I'll be using for this content. But be prepared for it to not be finished. It's playable but well, I know one thing, the elevator with the button is probably going to affect the gameplay in a negative way-- it's really been bothering me and I haven't got it to work properly. :)

I took some screenshots of it and uploaded for you, didn't give myself the time to rescale them-- sorry. :X And they're taken in windowed mode too :roll: very sexy indeed.

http://www.student.uit.no/~paalde/games ... _mc24c.rar <-- Map download

http://www.student.uit.no/~paalde/games ... 276-c1.jpg

http://www.student.uit.no/~paalde/games ... 276-c2.jpg

http://www.student.uit.no/~paalde/games ... 276-c3.jpg

http://www.student.uit.no/~paalde/games ... 276-c4.jpg

http://www.student.uit.no/~paalde/games ... 276-c5.jpg

http://www.student.uit.no/~paalde/games ... 276-c6.jpg

Please pardon the unfinishedness. :)

Posted

Merkaba: Rather you than me mate! I started my entry as a similar sort of map with a central tower and spiraling terrain around the outside, but the displacements got the best of me and I gave up on it. Bloody hate those things - one day I'm gonna have to teach myself to use them well for complex terrain.

Kakburk: Some cool architecture in there, getting quite a Halo vibe from some of the shots. As for not having "these last hours of Sunday" - you do know the deadline was moved back to the 30th, as in next Monday, right? Go check the first post in this thread again, it's been updated :) Hope that gives you the time you need to sort out those bugs!

My map still makes very little sense whatsoever, but its coming on quite nicely. Pretty slow progress, but I should be able to get things finished off for next Monday. Decided to call it "dm_weaver" as the wooden walkways on the top two floors look like, well, a weave when you view them from above :)

dm_weaver1.jpg

Posted

As for not having "these last hours of Sunday" - you do know the deadline was moved back to the 30th, as in next Monday, right? Go check the first post in this thread again, it's been updated Smile Hope that gives you the time you need to sort out those bugs!

:| !!! Yay! :F How unexpected. *Shines of happiness to be able to fix all stupid bugs and stuff.*

Posted

i like it reno :)

i am still trying to get a nice lightning (it has now an evening setting, hard to get some real good lightning without making it to dark or to bright..)

edit:

hehe i need some optimizing.. vvis did 24 mins to calculate (normal), after done 3 hints placements it allready was 12 mins.. still way to much :P

Posted

My map still makes very little sense whatsoever, but its coming on quite nicely. Pretty slow progress, but I should be able to get things finished off for next Monday. Decided to call it "dm_weaver" as the wooden walkways on the top two floors look like, well, a weave when you view them from above :)

dm_weaver1.jpg

As allways impressive there, Reno. Not a bad name for the map too.

Best map wins!

Posted

Isn't it really weird when you are testing your map and suddenly someone joins your server? I was just trying out some different sun positions, when BAM, I am face to face with a guy named Mike from Canada. He was a nice guy too, ran around the map with me and gave me some ideas and pointed out some problems :) He also offered a name for the map, which is what I shall hereby be calling it; dm_rockhill.

Well, my task of displacementising every surface is still in progress; its not difficult really, just slooow. The big problem I am faced with right now is how to light it so that the rocks don't look washed out; I need to find a way to make the forms easier to see; perhaps I can find a decent sun setting, or perhaps I shall have to make it at dusk and have some other light sources...anyway, time will tell.

Oh, and the bigger pain I guess will be using NODRAW walls to attempt to block VIS in the map since displacements can't do this. I'll worry about that once all the rock work is done though.

Oh! And, Half-Life 2 seems to have a precious lack of natural props other than rocks and trees...oh well.

Anyway, progress is apparent but I don't have a lot of time each day to work on it; I doubt I'll get it done for the deadline. No matter though, it's gotten me off my creative ass and started doing something, and hopefully I shall have a fun unique DM level by the end :)

There are some really cool looking maps being made for this competition anyway, so maybe once I get to play them I can get some ideas.

Some quick points about plans for my map: There shall be no RPG (spaces are too tight), and probably no crossbow. The main collectable weapons will be shotguns and magnums, and satchels; but I shall put a single combine gun in somewhere.

I also plan on having some rock falls which are a source of physics objects for the gravity gun; if possible I will make it so that if you pull one out, another drops down in its place, so you can hang around one of these rockfalls and use it as an inexhaustable gravity-gun supply cache.

I did have an picture of the updated map...but my internet is being screwy and I can't upload to imageshack or my FTP. Hmm.

Yay, a kind friend of mine uploaded it for me.

rockhillgi0.jpg

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