SPLA Map
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Re: SPLA Map
Posted by Sinner_D on Thu Oct 23rd at 12:14am 2003


alrighty, so umm... ive already got a first build product, but i fear my section is gonna be a bit small as is, seeing as how i was following the 512 restrictions, should i worry too much or you think this be ok? and another thing, does HLDM have worldspawn kills alot? cause my section is built around the insta-death slime, add that to the small size, and my section is pretty much a killbox in its self...lol

i think i might have an out-dated or noobish fgd file...im too use to my uber cs fgd file...lol im using the standard HL.fgd that came with hammer...any better?

question about textures... im just sticking to the hl wad, are there any other wads i should have a look at?

P.S. i can only get stuff to/from you guys on fridays...atleast for another week or 2. my work comp still has no internet so anything under 64mb i can get on fridays.

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Thu Oct 23rd at 1:50am 2003


Download the newest halflife.fgd from VERC

look on the wadfather for textures.

[addsig]




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Re: SPLA Map
Posted by Sinner_D on Thu Oct 23rd at 2:39am 2003


alright, well ill just continue workin til friday, then ill get the latest fgd, and post my first build. GL guys i hope this works out good. [addsig]



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Re: SPLA Map
Posted by Gorbachev on Thu Oct 23rd at 6:10am 2003


I'm just kinda thinking about the connections and door sizes, will we just make general halls between them or...? [addsig]



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Re: SPLA Map
Posted by Wild Card on Thu Oct 23rd at 11:27am 2003


Sinner_D, get the latest HL.fdg I guess, I dont know if its changed, but I'm using the one that came with VHE3.4. As well, go take a look at Wadfather for textures you can use.

Ok, Gorbachev, you just raised and interesting question. Ok guys, if your making a hallway with the intention of it connecting to another section, then just make a simple hallway (1 ceiling, 1 floor, 2 walls) and texture it with the crete3_wall01 that way I know its going to connect somewhere and I'll mess around with it when I put the sections together.





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Re: SPLA Map
Posted by Sinner_D on Thu Oct 23rd at 9:31pm 2003


well, my section has 3 ways in and out...2 of which are threw the stream. and my doorways are simple archs, i guess once we all get something done we can look more into the connections.

i guess im just too use to my uber CS fgd, its been a while sense i used hl fgd so im not use to the lack of ents...lol, ive also got the "3x" version, is that any different? i havent noticed anything.

[addsig]




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Re: SPLA Map
Posted by Hornpipe2 on Thu Oct 23rd at 11:05pm 2003


Sinner_D and Gorbachev, we need to talk about connections. Where are your streams, so I can have them entering my map? And what color is your water? [addsig]



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Re: SPLA Map
Posted by Gorbachev on Thu Oct 23rd at 11:15pm 2003


I'm thinking of making my area a contained factory that has been unused for a while, so it has begun to be taken over by nature again... [addsig]



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Re: SPLA Map
Posted by Wild Card on Fri Oct 24th at 1:34am 2003


ahh the joys of teamwork



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Re: SPLA Map
Posted by G4MER on Fri Oct 24th at 2:54am 2003


Im hard at work with a Smelter.. its looking hot.. Ok not lava so much, but molten metal..

Do we need to worry about pipe works connecting?

($)

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Fri Oct 24th at 3:47am 2003


Gah! there is no way I'm touching hammer between now and december 10th, when my finals end. being a senior is a bitch.

[addsig]



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Re: SPLA Map
Posted by Sinner_D on Fri Oct 24th at 4:57am 2003


ok horn, ill be uploading all my work sofar tomorrow, sometime around noon PST.

my stream goes strait threw my section, and im using !watergreen (hl wad) for the texture. anyways everything will be up for DL tomorrow. ill post a link for DL in here when its all uploaded.

P.S. i know this is gonna sound noobish, but how do i get a brush of water (slime) to move when triggered by a button? i want players to beable to drain my slime pits to access a super weapon

GL on the smelter money. do yah need a molten lava texture? i might beable to work one up for ya. let me know.

[addsig]




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Re: SPLA Map
Posted by Tracer Bullet on Fri Oct 24th at 5:22am 2003


A func_water has all the same properties as a func_door. use it as such. HOWEVER, you MUST specify a lip value, or your water will dissapear when it stops moving. a verry irritating quirk until you figure it out!

[addsig]



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Re: SPLA Map
Posted by DocRock on Fri Oct 24th at 12:42pm 2003


Here's a few shots of my area in progress. It has 3 exits, two on main floor, and 1 above. It has a jump-pad from center floor to top floor. Feedback please

Little dark

Another view.





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Re: SPLA Map
Posted by Schmung on Fri Oct 24th at 1:03pm 2003


The walls all look too flat to be convincing rock IMO, lightings nice adn moody though and the layout looks like a good start.

Waterfall wise, since I wanted to use one as well, I think we should find a nice animated waterfall texture that everyone can use..




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Re: SPLA Map
Posted by Wild Card on Fri Oct 24th at 1:17pm 2003


Rocks dont look conviencing as Schmung said. But otherwise its starting off good.



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Re: SPLA Map
Posted by DocRock on Fri Oct 24th at 2:00pm 2003


Light_environment plays a very important role in all of my maps. Which way will it be coming from and the pitch and color? I'm thinking of adding windows hewn thru the stone, and I'd like a light beam coming in...but don't know which way it will be coming from...





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Re: SPLA Map
Posted by Adam Hawkins on Fri Oct 24th at 2:12pm 2003


The rocks definitely need rockifying up a bit Maybe have the steps at slightly different heights to each other, or maybe a little wonky. With it being a natural cave-like setting, I doubt the steps would all be equally spaced from each other - rather worn into the environment from years of water/wind wear

And the glows on the lights could be a little less harsh as they jump out a little too much at the moment. Also maybe have something powering the lights?

Nice theme though! I like

[addsig]




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Re: SPLA Map
Posted by Wild Card on Fri Oct 24th at 2:34pm 2003


light color is prolly gonna be a light blue with a 10-15 brithness. Angle and pitch is for you to have fun with.



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Re: SPLA Map
Posted by DocRock on Fri Oct 24th at 2:38pm 2003


The steps are all off centered I think the pics are too dark to really tell...I'll add more lights to the place and get some fresher pics for ya to see.

I'm going to put alot of weedy growth on alot of the rock surfaces to hide the "generic" feel. Alot of weeds will be hanging from the roof as well.

I'll be doing alot of work on it this weekend...and Sinner, I need to talk to you about your floor plan so we can get our doors matched up a bit

edit: just saw WC's post...the angle and pitch of the light_environment needs to be the same throughout the entire map...since it is one entity which lights the whole place...






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