inferno
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Re: inferno
Posted by G.Ballblue on Wed May 19th at 12:37am 2004


Hi. I'm kinda new here ... -- but I'm working on a map called "inferno." A very simple HL DM map. My profile has 2 snapshots if you are interested.

(sadly, I'm only 7 percent done... beta shots indeed ((I kinda hide the skybox)) ) =D

Yippie Ki Yay!

[addsig]




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Re: inferno
Posted by Gorbachev on Wed May 19th at 12:44am 2004


Seems a bit cramped, it'd be cool to have some form of grating over the lava yes? [addsig]



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Re: inferno
Posted by G.Ballblue on Wed May 19th at 12:50am 2004


That's the spawn area -- so yes, I'm deffinetly going to have grating over the lava. Also, because it's a 800x600 shot, the area looks a bit small. I think it is big enough to put atleast 16 spawns in it --- ?

Yippie Ki Yay!

[addsig]




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Re: inferno
Posted by 7dk2h4md720ih on Wed May 19th at 1:19am 2004


That sky looks out of place, look for a better one on wadfather. You might want to add lighting at some stage too. Keep working on it. [addsig]



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Re: inferno
Posted by scary_jeff on Wed May 19th at 1:29am 2004


I'm not sure why, but I actually like the gratings you have used. The lava texture looks like it is stretched quite a lot though?



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Re: inferno
Posted by Gorbachev on Wed May 19th at 1:31am 2004


I meant that the roof seems too low, it looks like it's just barely above the player's head.

[addsig]




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Re: inferno
Posted by G.Ballblue on Wed May 19th at 1:44am 2004


I had to stretch the lava quite a bit --- left at 1.00x1.00, it does not tile very well :/

I took an oil texture from the HL liquid wad, and basically used the "red" pallete in wally. Blend. Repeat. =D

Yippie Ki Yay!

[addsig]




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Re: inferno
Posted by ReNo on Wed May 19th at 1:48am 2004


I think DMC's lava looks better personally - this one looks a bit odd (probably because it wasn't originally meant to be lava). As Gorb said, the sky looks like it might be extremely low - rather than making it just a cap over the walls, build up sky "walls" above the walls and put the sky as a cap up there. You want to give some space for weapons like grenades / rockets to move, as well as guass jumping. If you've done this then ignore my point [addsig]



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Re: inferno
Posted by Myrk- on Wed May 19th at 8:38am 2004


You said something about a spawn room with 16 spawns in it, yet this is an HLDM map... Thats not such a good idea tbh. [addsig]



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Re: inferno
Posted by wil5on on Wed May 19th at 9:40am 2004


The textures are yukky IMO... but your brushwork is OK. This is your first map...? [addsig]



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Re: inferno
Posted by Captain P on Wed May 19th at 8:08pm 2004


About the skills: How are you going to implement them into the map? It seems more like a singleplayer thing.

But if you can and it plays well, I'd really admire it...

As for textures, they're not so impressive. The area doesn't seem like it's a real environment, it doesn't give me a strong sense of place. Well, maybe that's your aim... but I presonally don't like walking around in a brushwork level, instead give me a city/jail/factory/island or whatever place, as long as I can discern what it is.

[addsig]




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Re: inferno
Posted by G.Ballblue on Thu May 20th at 12:11am 2004


Hey Captain P.

Ah yes -- the textures and skills.

I'm not very good with texture work -- so I try to edit existing ones to look like how I want them. (thank God for blend buttons! =D ) I'm pretty prepared for my textures to look like crap. (I need more experince in it - so I guess you could say this will be more of a "brush" level than texture level. Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D

The skills: I could really use some suggestions here. But here's a major problem I see with it:

All the "weanie" players wil go into the nightmare section, take all the armor and gauss they can find, then run back into the spawn zone and start spawn frying the oblivion out of everyone. The only way I may be able to get out of this is to make a "drop weapon" thing that makes you drop all your weapons when you pass through the field (is there even such an entity?) Or atleast, drop everything except your crowbar and 9mm.

Yippie Ki Yay!

[addsig]




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Re: inferno
Posted by 7dk2h4md720ih on Thu May 20th at 12:23am 2004


Argh, enough of the blue text, take this!

[addsig]




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Re: inferno
Posted by Tracer Bullet on Thu May 20th at 12:24am 2004


I don't know if weaponstrip works in multiplay.

my suggestion is to make it impossible to get back into the spawn area once you have left it. Also, if you wanted to make the player start the game weaponless, I'll bet an empty game_player_equip would do just that. You'd start with nothing but the HEV suit.

GOOD GOD MAN!!! I was going to say somthing about the blue text as well, but that is a little harsh.

[addsig]




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Re: inferno
Posted by Crono on Thu May 20th at 12:29am 2004


~begins beating A_S out of rage from flashing light~

SMASH! [addsig]




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Re: inferno
Posted by 7dk2h4md720ih on Thu May 20th at 12:30am 2004


He was politely asked to pick a different colour by both myself and Orph previously. Measures had to be taken.

That's the last time I'll post it, I promise. [addsig]




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Re: inferno
Posted by Crono on Thu May 20th at 12:31am 2004


But you're punishing everyone! ... ~rips off A_S's legs and stuffs them down his throat~ Now, we're even.

~notices A_S edit and politly tries to re-attach his legs~ ... sorry [addsig]




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Re: inferno
Posted by ReNo on Thu May 20th at 12:31am 2004


You know you don't HAVE to use your own textures right? Its perfectly acceptable to use textures made by other people, including the default half-life ones. There is no need to modify them just for the sake of modifying them. Also, what did you mean by "Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D"? [addsig]



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Re: inferno
Posted by G.Ballblue on Thu May 20th at 8:04pm 2004


? posted by ReNo
You know you don't HAVE to use your own textures right? Its perfectly acceptable to use textures made by other people, including the default half-life ones. There is no need to modify them just for the sake of modifying them. Also, what did you mean by "Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D"?

Due to the fact that AS just color blinded me, I will now be typing in multi color =D

Quake never had a wal or wad file, like half life. So, WC 1.6 does a "TEXTURE" extraction from any game with no textures. This creates a TEXTURES.wad that only contains textures from Quake1. What I do is take the textures out of TEXTURES, load them into wally, darken them and add a "noise", then load them into my cs_forever.wad (the wad I'm using.)

(cheap because I'm doing no real texture work -- I'm only "adding a noise" and "darkening" the default texture.)

Yippie Ki Yay!

[addsig]




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Re: inferno
Posted by ReNo on Thu May 20th at 8:16pm 2004


Seriously, stop using coloured text for your posts - you've been asked numerous times, and I've a feeling if you keep it up you are going to piss people off immensely.

About the textures - wy not just use some nice ones? No offence, but the ones you are using are a bit horrible really. Check out this site for custom textures (with previews) you can use...

http://www.planethalflife.com/wadfather [addsig]





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