Temple
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Re: Temple
Posted by Jinx on Sat Sep 6th at 1:08am 2003


Well, it's about done after AGES. There are still a lot of things I don't like about this map, but most can't really be fixed without starting a new one. I guess that's the problem of working on a map you started a long time ago. But it will be in Action HL 1.0, so I'm pretty pleased since that means it will actually get enjoyed by some people.

I just took a lot of screenies; if people would like to take a closer look, I can put up a final beta tomorrow. Although I welcome input, this map is pretty much done; I can't do any major reworking, I just don't have the time or energy at this point. I just wanted to share it with you guys, since your input on the map, and some of the special effects in it, helped me a lot.

Central Room, upper level:

Central Room, lower level:

Lower Tree Room:

Crystal Generator:

Pyramid:

Long Hallway:

A small room with a lava pit trap:

Spike Pit room (pretty fun stuff mwahaha!):

The Balcony/Fountain:

 

Well, that's the Grand Tour I guess. The map plays really well in AHL, which is what it was made for. AHL has fast player movement, and it connects well, so it scales down to small games okay. Also, in rounded server modes doors start sealing off the big central room after 80 seconds- those who remain outside get nuked. The keeps rounds from lingering too long. And yes, that was a bitch to set up

I think I'm most proud of the special effects, though. I developed the sunbeam, water fountain, and cinder effects specifically for this map, and I've never seen them used before. Maybe I'll make 'prefabs' of them once the mod is out.

Anyway, hope it was an interesting tour





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Re: Temple
Posted by R@lph VViggum on Sat Sep 6th at 1:55am 2003


Looks GREAT!!!! Wish more maps were as original and nice looking as this one. Though I'm busy with Escape Velocity. [addsig]



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Re: Temple
Posted by Myrk- on Sat Sep 6th at 2:02am 2003


Reminds me of a sort of Archealogical wonderland or somewhere you'd really wanna play tig in as a kid, dunno why, it's sorta nice and cosy near the sun, cold but not nasty down low.

I like the blues, though the main room lower level does look a bit square. Do like the strange ceilings you've done though, looks good.

What makes it look so good I think is the originality of the look and architecture.

[addsig]




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Re: Temple
Posted by Orpheus on Sat Sep 6th at 2:09am 2003


jinxy, i'd kinda like to see this map this time, with its own mod turned on..

you got a link?

 

also. since i critiqued it once (i did,didn't i ) i think this time we need to see what others can dig up first..

i'll wait till tomorrow afternoonish and see what comes up..

i see a couple nice additions tho.. very sweet

[addsig]




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Re: Temple
Posted by Jinx on Sat Sep 6th at 2:27am 2003


Orph, here is a full installer for Action HL 5.6:
http://actionut2k3.ngz-network.de/pa/files.php?load=5&mirror=1

or you can get 5.5+5.6 patch separately if that link is slow: http://www.action-halflife.com/

Can you give me till tomorrow for the Temple beta? I just have a couple small things to fix, then it will be a 'final beta' I can give to the mod team as well. If you start a Teamplay w/rounds game with a couple bots, and wait the 80 seconds you can see the door-closing stuff in action (no waypoint file yet, though)

Glad you guys think it looks good. It was meant to be a quickie Goldeneye conversion like that little basement, map, but it bloomed into something more. Still, most areas are actually pretty blocky- I just put a lot of brushes INSIDE the blocky room or corridor to try to hide that lol. And since there were a lot of open areas, I created that angular 'style' of architecture to add some flavor without doing anything horrendous to the rspeeds.

what's really fun- getting on top of the doors in that first pic, then diving off, through the glass, and into the water pool below (preferably with guns blazing!)

edit: I'm also about done retexturing Monorail for Bulletbait... there are few pics of that here. It's also for AHL 1.0. Phew! I was gonna show those too but I thought this was enough pic spammage for one day.





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Re: Temple
Posted by Orpheus on Sat Sep 6th at 2:30am 2003


? posted by Jinx

Can you give me till tomorrow for the Temple beta?

truth? i didn't even notice that there was no link to the map.. i just assume it was there..

sorry, my bad..

of course you can take as long as you need, i was just pointing out that someone else needs to go first this time.. lets get a fresh set of eyes on this.. i am almost sure i already critiqued it once..

step up to the plate guys.. show us whatch'a gots

[addsig]




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Re: Temple
Posted by Jinx on Sat Sep 6th at 2:37am 2003


at this point I'd love bug-hunting and tweakage ideas. like I said, though, I'm not reworking whole parts of the map at this point. I just wanted to share. Besides, UnrealEd beckons!! 

btw, whoever mentioned that I should use floor trim around stuff- thank you so much, it made a huge difference!

oh, and there IS a beta around somewhere, it just seems pointless to have people look at it and point out all the stuff I already fixed.





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Re: Temple
Posted by Cassius on Sat Sep 6th at 5:15am 2003


You know how I feel about all the triangley-ness, but hey, its pretty anyway.



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Re: Temple
Posted by Gollum on Sat Sep 6th at 7:24am 2003


/me downloads AHL specifically to see this map



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Re: Temple
Posted by Vash on Sat Sep 6th at 1:08pm 2003


Too quake 1-ish for my taste, but it looks totally-f00king-awsome..!

 

*plots to steal jinx`s mapping talents*

[addsig]




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Re: Temple
Posted by Jinx on Sat Sep 6th at 5:05pm 2003


? posted by Gollum
/me downloads AHL specifically to see this map

dammit, now I can't whine about having to download Spirit of Half-Life to look at yours!

I'm tweaking a few things, I'll have an updated beta in a few hours.





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Re: Temple
Posted by Gollum on Sat Sep 6th at 5:12pm 2003


Steady on, you may not have to download Spirit to look at my map

/me explodes in a frenzy of aggravated "coding"





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Re: Temple
Posted by Tracer Bullet on Sat Sep 6th at 6:11pm 2003


So, did you ever get that animated fade to work properly? I can't remember if that worked out. [addsig]



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Re: Temple
Posted by Dr Brasso on Sat Sep 6th at 6:36pm 2003


for the setting, i personally feel this map has a "too clean" feel....but man, the architecture and texturing is outstanding sir.....and "triangly" or not, i am certainly impressed.....my only other observation, and it is truly nit-picky, are yer hanging vines......in a setting that would be conducive to the growth of said plant "entities", there would be either alot more of the growth, or none at all.....but as i said, this is a damn impressive piece of work.....well done sir.

/withdraws thoughts of hurrying thru a quick map for contest......

Dr Brasso...

[addsig]




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Re: Temple
Posted by Jinx on Sat Sep 6th at 8:37pm 2003


[edit: fixed the bug]

I agree with all your comments Brasso. maybe I should just take out those vines? I know I should add more "greenery" but this map makes me ill just thinking about it at this point lol. That is a problem with my maps though- they tend to be too clean, perfect, symmetrical, etc.

and this map isn't for the contest lol

edit: oh, no, the animated fade wouldn't quite work right. I need to have 2 layers going in opposite directions for it to look right (imo), and I couldn't get the func_conveyors or whatever to scroll the other way. no matter what value, they went the same direction as I recall. these still look pretty good, though.





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Re: Temple
Posted by Jinx on Sat Sep 6th at 9:49pm 2003


Temple Beta 21

Still doing some minor tweaking, but that's about it. I'm trying to decide between the wind and bird sounds that you hear on the balcony and at the windows. Seems like I should choose just one or the other.

If you want to try the map in Action Half-Life, here's the AHL 5.6 Full Installer.

oh, and if you are really feeling crazy, you can take a look at Monorail, too, the map I retextured for BulletBait:
PIC and DOWNLOAD.

yes I'm a mapping madman!





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Re: Temple
Posted by Orpheus on Sun Sep 7th at 3:52am 2003


*sighs*

seems no one wants to tackle this baby jinxy

if its ok, i will critique it in the morning...

be good

[addsig]




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Re: Temple
Posted by Jinx on Sun Sep 7th at 4:22am 2003


lol Orph it's not a big deal. like I said, the map is 99%done, and I'm not going to change anything major at this point. I may not have time, either, if Borg decides he wants the final tomorrow. Besides, it's been playtested to hell and back and people enjoy it, so that's what's important.

I just wanted to share and see what you guys thought of it.





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Re: Temple
Posted by fraggard on Sun Sep 7th at 11:43am 2003


/me has to reinstall AHL. I'll look at it as soon as I can.



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Re: Temple
Posted by Orpheus on Sun Sep 7th at 2:22pm 2003


i hate to sound stupid here, but i never realized you were so ingrained into the AHL scene as to have been included into the mod install..

there are already folders named "jinx"

hmmm.. reckon i am really out'a touch..

i did notice, hullu has converted one of his better maps over   i suppose i should look around more often..

will post a critique soon..

[addsig]





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