The G-Man Death (Multiple maps)
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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 13th at 4:02am 2004


Meh... Everyone else is doing it. Here's my board for my s**t set of maps [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by Tracer Bullet on Fri Aug 13th at 4:09am 2004


? posted by fizscy46
Meh... Everyone else is doing it. Here's my board for my s**t set of maps

Well that's an interesting attitude.





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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 13th at 4:12am 2004


I'm not confident in my mapping skills

In fact, I go straight to the toilet to vomit it up after finishing it xD. [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Hornpipe2 on Fri Aug 13th at 4:18am 2004


I totally thought that was a misspelling of "Carnival Research Facility" and I was gearing up for some good ol' deathmatch on the Ferris Wheel. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 13th at 4:20am 2004


lol

But if I made a ferris wheel it'd have to be realistic and never let you off [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by 7dk2h4md720ih on Fri Aug 13th at 3:39pm 2004


Doesn't look too bad at all bud. I'd encourage you to put actually frames a few units thick around your windows and doors.




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 13th at 5:03pm 2004


Ah yes, good plan. I guess you're refering mostly to that second screenshot since the subway has no window (It always would screw up and freak out), and the third shot's windows are basically framed. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by Tracer Bullet on Fri Aug 13th at 8:24pm 2004


That last screen in particular looks pretty darn good. Having the lights hang down from the ceiling like that is a great way of adding shadow detail. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 13th at 9:17pm 2004


They also act as ladders when you get to the top and throw a momentary switch that holds a door at the bottom open long enough to allow you to slide down them, but not run down the stairs. (Which is what those security guards are up by those switches for... Yeah I know, confusing) [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 16th at 5:24pm 2004


If nobody saw in the maps page for this map, there is a download available that includes the first one and fourth one.

Fourth isn't finished, and the first needs some major updating, and a recompile to get those Kami-Platinum textures in it, as well as more eye-candy. [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Thu Aug 19th at 8:15am 2004


Hazaa, new screenies (2)

Man I wish I could put more than 3 up here. Oh well.

Second screenie of the window has the door open to show where it is, and the frame on that window like Alien Sniper said.

As for the last screenie, it shows the forst I'm working on in the back ground, and the squad leaders for the grunts that will begin the big battle. There's a mini turret behind the walled in stairs, there is no light on the wire infront of the camera (It dangles).... Hazaa! [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by 7dk2h4md720ih on Thu Aug 19th at 8:47am 2004


Host your images at www.imageshack.us and post them in this thread.




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Thu Aug 19th at 6:50pm 2004


Aye aye


Room to the left of entering the big red door.


Press the switch, the stairs decend slowly, the door at the bottom opens and the suit is moved out of the alcove slowly.


You're spotted if you move down the escalator of stairs at all, the G-Man tells the troops to get you.


Misaligned shotgun on a table for kicking some ass.


Grunts intelligence is horrid, they drop grenades and run, but tend to not stray far and blow up. This is a view of the entire room. The upper landings will be filled with patrol guards. The room at the top is the control room that will have a momentary switch to open the momentary door that will be at the left on the ground floor


The Empty control room with Blueshift medi-charger... Poor Barney was already dead


Finally, the stair room to take you from the 2nd floor (Ground floor being the 1st floor) to the 3rd floor, complete with fade to black lab textures.

Hazaa!


For those that are wondering where the other escalator went, its in a room down a hall cause it shot my r_speeds really high (2100) having both of them visible. This room currently has an rs of a cool 1200 (I consider it acceptable up to 1500 foo') [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by 7dk2h4md720ih on Thu Aug 19th at 8:36pm 2004


You know about setting down info_nodes right? They will improve the AI somewhat.




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Thu Aug 19th at 8:53pm 2004


The floors are littered with them... They're just being dumb. I've never seen a grunt drop a grenade out its ass before this level xD [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by JFry on Fri Aug 20th at 5:37pm 2004


half-life's AI is actually really impressive if its set up right. Generally 3 to a corner, forming an L shape works pretty well, and if you have long straight stretches place one every 1000 units or so (even this might be overkill). Simply throwing down a bunch of them won't do much besides signifigantly increase your compile time, which I'm guessing is already pretty long.



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Re: The G-Man Death (Multiple maps)
Posted by Campaignjunkie on Fri Aug 20th at 6:08pm 2004


Err, info_nodes don't have much of an effect on compile time. And if they do, it's in the CSG and BSP portions of the process, where the time is likely to be short anyway. Unless you're Reno and you feel like building a giant cartoon island that takes up the whole grid, then BSP will take an hour or two.
[addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Fri Aug 20th at 8:14pm 2004


Yeah, I meant littered non-literally.

They form a square grid for the most part with 1 every 256 units. The stairs have one per step to keep them on track cause they can be stupid. Corners are one at the corner, as well as 2 right near the corner to make a L shape. Escalators don't use them because it makes the AI flip and get stuck on them and be crushed by the steps (Although it amusing to watch ) [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Biological Component on Sat Aug 21st at 1:00am 2004


Impressive AI. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by JFry on Sat Aug 21st at 3:06am 2004


Hmm I spoze your right CJ, not sure why I was thinking that.




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