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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

You could afford to put a lot more faces on those tunnels to smooth them out - at the moment they look really angular and retro. Watch your texture alignment across the curves too - use alt-right click with the lift and select mode to wrap seamlessly from one face onto another (keep running into people who weren't aware of this feature, I'd be so lost without it!).

Posted

Ain't nothin' mo' slick than alt right click.

:cool:

I finished my map this weekend. I'll post it tomorrow, just need to tweak some light-values first. Total compiletime is 4 minutes, so it shouldn't take long.

Posted

@ zeon

Ok ladies and gentlemen; once you've finished your map completely and utterly upload it here:

ftp://mapcore@195.242.239.13

You have read and write access but you cannot overwrite previous versions of your map so _only_ upload it on or after the deadline and when you are completely happy with your bsp. If you somehow fuck this up then contact me and I will have to do it manually, but I'll curse the air you breathe if I have to do it. :fist:

The server is also up and running at the moment, it's been left open to all to generate a little publicity for the hosts and mapcore.net. However once we have all the maps uploaded we'll password the server and give the information in the "final entry" threads.

IP: 195.242.239.13:27015

The name of the server is http://www.mapcore.net HL2DM Competition | Phoenix-servers.co.uk

Just to give you a run down on the settings the server is running:

timelimit: 10 mins per map

100 tickrate

default everything else

If you have any requests/suggestions get in touch and we'll try and get it sorted out before the deadline. Don't come shouting about something on the actual day because it'll most likely be too late and I'll once again curse the air you breathe.

What day do you want to hold the test on?

I would like to suggest that we have a mapper only test and voting, and then get some general pubbers/non mappers to test it and get them to vote as well and do an average score so we get the full range of opinions. With 10 mins per map I think that is feasible.

Suggestions?

Posted

Can't connect to teh ftp.

Anyway:

http://www.tcmagazine.com/bluestrike/dm ... espitt.zip

Original idea was this conveyor thingy players had to use to get higher in the map and plateau's at the sides, and tubes at the side where they spawn.

At the top they would find a good weapon.

Then I played with the idea of a giant incinerator (spelled wrong probebly) in the middle, and the player what got to the top would fry everybody else by pusing a button.

In the end I ended up with this,

pretty much made everything up as I made progress with the map.

Had to remove the railings on the moving plateaus because they gave stuck issues.

Well at least its better then the one I sent in for the Valve dm map contest :D

Click to enlarge

dm_bluespitt0000s.jpg

dm_bluespitt0001s.jpg

dm_bluespitt0002s.jpg

Posted

Looking cool Bluestrike, another map that kinda reminds me of Halo in its style and architecture. How do you get around though? You said you had planned on using a conveyor but ended up with something else, but I can't see that many linking routes. Lots of ladders, or jump pads or something that are hard to notice?

A wee update on mine - this is a shot of one of the outer passages that surrounds the central room, connecting the different stories. Progress is still pretty slow, being too much of a perfectionist given I've not even blocked in much of the layout yet (though it is planned) so hopefully I'll get over that and start getting the critical stuff in before pissing around with minor lighting tweaks :D

dm_weaver2.jpg

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