HL_Ivory
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Re: HL_Ivory
Posted by DaanO on Fri Aug 6th at 6:11pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Well hello there people. I see some familiar faces here (Pericolos0, and i know most of ReNo's work as well) but most people won't know me yet. I'm Daan "DaanO" van den Heuvel, i've been mapping for about 3 years now - most of my work can be found on http://daano.mapdesign.nl (last, unreleased stuff can be found here http://forum.counter-strike.nl/showthread.php?t=418&page=143&pp=10). Besides that, i'm 19 years old, and i'm currently studying Game Design at Hollands finest art school .

I'm just about to release my first HLDM map, so naturally, i thought i'd post it here on snarkpit. (Suck up, ye) Recently i got a bit more into making textures with Photoshop, i've been wanting to make a small map with all homemade textures for a while. I had a picture in mind of some kind of ivory tower (explains the name), which was what this was built after. The map is quite small, filled with teleporters, many things are in motion, map even has a soundtrack. (Which doesn't even annoy me after listening to it for half an hour - yay!) Anyway, i made all the textures (skyline), models (animations, skins) for this as well, so i'm kinda proud of it. People have asked me what it is, but i don't even have a clue myself.

I think it'll be released tomorrow, or even tonight, whenever i get the time to do compile, and when the last small entity stuff has been fixed. So, whatcha think?

Screenshots:





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Re: HL_Ivory
Posted by Jinx on Fri Aug 6th at 6:51pm 2004


I'd suggest giving us a beta and letting us give you some feedback on that before releasing it. It's hard to say much useful from just a couple screenshots.

But I'll try anyway. Hard to tell without seeing it in action, but all those glowing sprites might get annoying. Also, the textures don't look very... textured..?

Btw, if you are making textures for HL you should keep them in dimensions that are powers of two- 16, 32, 64, 128, 256. While you can use anything that is divisible by 16 (eg 80, 112), textures that size get sampled down to the next lowest power of two and look crappy. ie a 112x64 texture will get sampled down to 64x64 quality, then blown back up, and thus look blurrier that it should. Best to size the uneven dimension up or down.

regarding soundtracks: if it's a huge wav file of some stupid Korn song I'll rip your lungs out. no, really. I'm so sick of downloading a 12mb zip, of which 11mb is some s**tty 'nu-metal' band and of which 1mb is a horrible killbox. There will be no more mercy! >smiley





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Re: HL_Ivory
Posted by DaanO on Fri Aug 6th at 6:58pm 2004


Roger that. Soundtrack will be "only" like 1 MB zipped, would that be ok?

Anyway, i know all about the theory of HL texturing, and the textures are all powers of 2 as far as i know. I'll name the zip file i'll put on tonight prefinal and we'll see what happens, ok? I wanted to keep the textures quite vague, especially for the towers. And besides that, i'm no nu-metal fan so don't worry





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Re: HL_Ivory
Posted by Jinx on Fri Aug 6th at 7:22pm 2004


I probably won't be around myself to get to it tonight, but I'm sure some of the others will give you a hand. Betas = good!





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Re: HL_Ivory
Posted by DaanO on Fri Aug 6th at 8:45pm 2004


www.angels.again2fast.org/daano/hl_ivory.zip

Known bugs: Satelite rotates way too fast

Also, a question: somebody just told me that my zip is messy for Steam use. I let winzip put everything in the /valve folder automatically, but apparently (according to the guy) that folder does not exist anymore. Any suggestions to how i should set up my zip file?





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Re: HL_Ivory
Posted by Cassius on Sat Aug 7th at 4:47am 2004


Aren't you a mod on the CS forums? It's an honor.

Haven't tested it, but just from looking at the shots, I'd say it needs some trim first and foremost - some emphasis to sort out all the form. Odd-shaped floating arenas are fine by me (check out Ribcage ) but the theme needs to be a little more coherent - you've got stairs, you've got spires, you've got glow sprites. Even if the theme is abstract, how do they all fit together? - especially with your skybox.

I'll play it later to see what it's like ingame.





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Re: HL_Ivory
Posted by DaanO on Sat Aug 7th at 3:44pm 2004


Yes, i am

I've got some more complaints about the skybox, so i'll see what i will do with it. I'm not to experienced with Photoshop yet, so that might be why the textures are not top-notch yet.





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Re: HL_Ivory
Posted by Crackerjack on Mon Aug 9th at 2:36am 2004


Good effect with the glows But the map needs alot of work. The all blue theme doesnt work out to well. Have some something a little more spontanious (spelling).. I little more bizzar to spice things up. [addsig]



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Re: HL_Ivory
Posted by DaanO on Mon Aug 9th at 3:53pm 2004


I made an entirely new skybox (although i kept the planet at the bottom) which makes it all look kind of different. It fits the map much better now, also sparks things up a bit. Call it spontanious if you want

Besides that i fiddled around a bit with textures, did a small lighting adjustment, and fixed the rotation speed of the satelite. I'm compiling now, i'll post the map whenever it's ready. Thanks for the feedback guys





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Re: HL_Ivory
Posted by Pericolos0 on Tue Aug 10th at 11:12am 2004


mm i just had this idea. What if you make a huuuuuge rotating skybox using an animated model.

Now that would be pure sweetness




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Re: HL_Ivory
Posted by Ferret on Tue Aug 10th at 2:35pm 2004


yeah

rotating models = the pwn





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Re: HL_Ivory
Posted by DaanO on Wed Aug 11th at 12:00am 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

too late, it's finished now:

Download HL_Ivory











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Re: HL_Ivory
Posted by Cassius on Wed Aug 11th at 3:38am 2004


Good to see you made it an involved process.



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Re: HL_Ivory
Posted by ReNo on Wed Aug 11th at 12:38pm 2004


ARGH! Read the forum guidelines mate Keep screenshots 800x600 or below, and below 100kb each (easy to do with any graphics program, or something like irfanview). [addsig]



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Re: HL_Ivory
Posted by Minotaur0 on Thu Aug 12th at 3:45am 2004


Cool satellite daan



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Re: HL_Ivory
Posted by Crackerjack on Thu Aug 12th at 4:16am 2004


? posted by Minotaur0
Cool satellite daan

OMAI! Its MINO at the snarkpit!!!~~!~

[addsig]




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Re: HL_Ivory
Posted by Ferret on Thu Aug 12th at 4:55am 2004


so basicaly all the rspeeds are sucked up by the sattelite (not sure if its brushbased), but definately from the loads of stairs you h ave. Seems incredibaly linear, dead ends, dunno if I'd like it or not. Gameplay would be incredibaly stale.



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Re: HL_Ivory
Posted by Minotaur0 on Thu Aug 12th at 4:58am 2004


/me lix cjack~~

fetter: its not brushbased, its a big model Daan wouldnt be so nub to make this brushbased D:~~





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Re: HL_Ivory
Posted by Cassius on Thu Aug 12th at 5:23am 2004


TS Forums invasion. God save us all.



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Re: HL_Ivory
Posted by DaanO on Mon Aug 23rd at 2:06am 2004


? posted by Ferret
so basicaly all the rspeeds are sucked up by the sattelite (not sure if its brushbased), but definately from the loads of stairs you h ave. Seems incredibaly linear, dead ends, dunno if I'd like it or not. Gameplay would be incredibaly stale.

You should actually go play this map before making comments I guess. You would have seen that the satelite is a model, that the stairs do not ruin r_speeds (they're within limits as far as i've seen), and that those dead ends actually hold some teleporters. I played this map with a few friends and once they found out where each teleporter goes to, the gameplay was incredibly fast. Enemies could come from everywhere. The low gravity (combined with gauss gun) worked quite well with that.

@ReNo: Oh, sorry about that man. Never thought *any* forum would have a limit to that as long as i host those pictures myself. I linked those directly from my homepage, and on there all screenshots are 1280x960, so that explain. Do you want me to change it after all, or just be a good boy from now on?






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