Dm_mosaic1_beta
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Re: Dm_mosaic1_beta
Posted by G4MER on Wed May 25th at 3:44pm 2005


Dr.Glass can you explain this more? maybe add a small tutorial on it.

Morphine, I would add small light enities with a value of 10-20 and colored grey or very pale yellow to help brighten the areas some. Float them as mid of the way as you can, that way they dont give any more light to any certian area, and it would help make it appear that the light is just an effect of the spots.





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Re: Dm_mosaic1_beta
Posted by Iceman1330 on Wed May 25th at 6:24pm 2005


Hey, i just recently joined the project and wanted to bounce some ideas off you guys. I decided to tackle area 1, which, while appearing small in the overview of the map is actually quite chunky. I wanted to go for something ethereal with an emphasis on art. I was thinking of basing my area off of the premise of having chunks of land seemingly lifted off the group and suspended in mid air. The chunks will look realistic in that they wont be big blocks but small almost upside down cones of dirt with grass on the top. In the center of the map a larger chunk of excavated earth will be home to a large windmill. The windmill will slowly be churning in the wind. A light breeze will be heard as you look into the sky and see birds wafting on the breeze. A few clouds will periodically float lazily by in the air past the windmill and you. the entire inside of the map will be covered with a skybox texture save the bottom, which will have the texture of an aerial ground shot from thousands of feet high. The clouds will be achieved by creating several env_smokestacks which are staggered, and will release large puffs of smoke of varying sizes at large intervals in order to get the volumetric cloud "effect". The windmill will be accessible to the player via a wooden door in the front. When entering, small portholes inside the windmill will stream in light beams with dust glinting in the sunshine. The inside of the windmill will feel warm and cozy, they player will have the feeling of safety while inside. In the middle of the windmill the grinding stone will be turning away, grinding its grain into flour. The Grinding stone will be attached to a large wooden pole running up the center of the mill, to a large wooden horizontal gear up top. The Upper gear will be connected to the gear attached to the pole attached to the windmill blades. All of this can either be scripted or actual real time physics. A spiral staircase will wrap up the internal edge of the windmill to the top, where another wooden door will allow the player onto a platform that circles the top. On the platform will be a crossbow (Sniping position). Next to the large chunk that holds the windmill, a lane tree will be on a piece of turf. There can be a regular swing on this (plank and two ropes) that will sway ever so slightly in the wind. A series of floating chunks will allow access to the right and left upper entrances. Right now I'm unable to access my editing computer so I haven?t been able to take a screenshot of the blocked out level, but as soon as I get to it ill put the screens up here. Mind you the part I describes was only the uppermost level. And I still would love some added ideas. So crits of the current plan and new ideas would be great.



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Re: Dm_mosaic1_beta
Posted by DrGlass on Wed May 25th at 6:57pm 2005


wow, sounds like a very intresting idea. Post your WIP pics on the mosaic forum and here.

Also, Goldenshadow figured out a way to make very cool 0 gravity objects.




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Re: Dm_mosaic1_beta
Posted by Addicted to Morphine on Wed May 25th at 7:24pm 2005


Iceman, sounds like you took a fancy to the Music Video for Feel Good Inc.

I can't blame you, its a great idea <img src=" SRC="images/smiles/icon_smile.gif">




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Re: Dm_mosaic1_beta
Posted by Iceman1330 on Wed May 25th at 9:04pm 2005


You hit the nail on the head morphine. I was so interested in that concept that i thought it should be made into a map. And the HL2 engine is great for it. I want to try for something besides the dark and moody HL2MP levels that are out there, something that is a little more interesting to look at in a different sense.




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Re: Dm_mosaic1_beta
Posted by Addicted to Morphine on Wed May 25th at 11:50pm 2005


Dude -- by all means go for it. When the acoustic kicks in and that guy from Blur starts singing... windmill windmill for the land... and the thing is flying through the clouds, its a sublime moment. Definitely use that to get creative. If you pull it off, it'll look great. And if you can't quite get it to work, at least it wasn't for lack of ambition or vision <img src=" SRC="images/smiles/icon_smile.gif">




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Re: Dm_mosaic1_beta
Posted by habboi on Thu May 26th at 6:13pm 2005


Sounds like a neat idea!
Do it!





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Re: Dm_mosaic1_beta
Posted by DrGlass on Thu May 26th at 11:12pm 2005


http://www.snarkpit.net/editing.php?page=tutorials&id=176 here is the tutorial




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Re: Dm_mosaic1_beta
Posted by G4MER on Thu May 26th at 11:39pm 2005


YAY! I have section 8, because im mad crazy yo! LOL

I know this is a stupid question but is this useing the HL2 settings, HLDM settings what.. I am a CS Source mapper and use that pretty normally but I dont think my section made in CS Source will work if you guys are all in HLDM or HL2 modes of mapping.





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Re: Dm_mosaic1_beta
Posted by ReNo on Thu May 26th at 11:42pm 2005


Create the level under the HL2DM settings, as its an HL2DM map. Nothing is really different though, just make sure you use HL2DM entities and whatnot.






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Re: Dm_mosaic1_beta
Posted by moonracer1313 on Fri May 27th at 3:38pm 2005


I'm excited to be a part of this project. I've already started work on my area 5 map and it is moving along nicely. Since most maps in the beta seem to be larger spaces I'm going for a tight, two floor maze.





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Re: Dm_mosaic1_beta
Posted by habboi on Fri May 27th at 9:16pm 2005


Some CS textures don;t exist in HL2DM so make sure to open it in HL2DM Hammer before sending as you might notice white spots.



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Re: Dm_mosaic1_beta
Posted by DrGlass on Sun May 29th at 10:01am 2005


Yes, be very very carefull not to use any custom textures by mistake (if you download a map with custom textures they will show up in your texture finder) unless you zip them along with you map.

but also, we dont want some one getting pissed becuase you used their textuer and didn't know and thus didn't give them credit.

[edit] here are some member WIP shots.

image
DrGlass (area 2)

image
Iceman1330 (area 1) [early wip]




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Re: Dm_mosaic1_beta
Posted by Trapt on Mon May 30th at 6:24am 2005


Interesting.... certainly looking better.


I seem to have done toilet on your floor



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Re: Dm_mosaic1_beta
Posted by Wild Card on Fri Jun 10th at 4:34am 2005


Heya any room left in this mosaic? And if so, might I contribute, given guidelines. I might be able to congure up something.




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Re: Dm_mosaic1_beta
Posted by DrGlass on Fri Jun 10th at 12:32pm 2005


? quote:
Heya any room left in this mosaic? And if so, might I contribute, given guidelines. I might be able to congure up something.


click the link under my name, all the directions and info you need is there. You can also visit the forums and get some questions answered.




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Re: Dm_mosaic1_beta
Posted by Dark_Kilauea on Mon Jun 13th at 5:17am 2005


I seem to be posting a lot in the mosaic forum, so I thought, what the heck, I'll post here too. This is area 4. ( Oringinal Post quoted, because I'm so lazy <img src=" SRC="images/smiles/icon_smile.gif"> )

? quote:
Here's some new images. I'm thinking I'm about finished, just some more displacement modifications, and if I can, that waterfall. Grr... I swear, I'm gonna have nightmares about that stupid thing.

Anyway, here you are. First one is of the top corridor.
image

This is of the shaft connecting upper and lower.
image

And finally, the bottom area.
image

Of course, I'm open to any suggestions or comments. Enjoy <img src=" SRC="images/smiles/icon_smile.gif">




Dark_Kilauea
DVS Administration
http://www.dvstudio-production.com/



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Re: Dm_mosaic1_beta
Posted by Orpheus on Mon Jun 13th at 8:26am 2005


don't rely to much on the bumps to give you an atmosphere.. shot #3 looks like a box with bumps.

I do however like the tunnels..





The best things in life, aren't things.



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Re: Dm_mosaic1_beta
Posted by Wild Card on Tue Jun 14th at 4:10am 2005


I've downloaded area 3 and will give that a go. The website seems a bit out of date and with some errors though.

on the site, Campaignjunkie is doing area 4, but dark_Kilauaea has posted screens for that area.




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Re: Dm_mosaic1_beta
Posted by DrGlass on Tue Jun 14th at 4:24am 2005


more than one person is doing each area.





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