dm_heatmiser
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Re: dm_heatmiser
Posted by Hugh on Mon May 30th at 10:59pm 2005


SUPPOSEDLY I need to:

1. Add cover (definitely going to need suggestions on how to do that since the only cover right now is the towers)
2. Make sure people don't fall to their deaths (I'll have a big teleport strip that'll bring 'em to a random location, methinks).

Anything else (obvious question but it needs to be asked)?

(Before anyone asks, the towers will be accessible + one of the floors is missing because I don't particularly like how I've done it... there's not just stairs leading to void)




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: dm_heatmiser
Posted by ReNo on Tue May 31st at 1:13am 2005


Get those paths smoothed out - far too many sharp corners as it is. Source can handle more than 5 sided corners me thinks <img src=" SRC="images/smiles/icon_smile.gif"> Certainly looking to fulfill the surreal theme, but I think you could do with adding more form to the walkways to stop them being flat platforms. You might wanna check out those displacement only space maps that got released soon after HL2DM appeared for ideas.






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Re: dm_heatmiser
Posted by French Toast on Tue May 31st at 1:31am 2005


Yeah, I'm for the adding something to the platforms. Even just a bit of a lipon the sides, something to make it less monotonous. Slick looking though.




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Re: dm_heatmiser
Posted by Myrk- on Tue May 31st at 1:52am 2005


If you read the map profile you will find that this hasn't been made in source as he doesn't have HL2 yet...


-[Better to be Honest than Kind]-



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Re: dm_heatmiser
Posted by ReNo on Tue May 31st at 2:08am 2005


I know it hasn't been made in source, but then if you read the competition rules you'll find out that this is destined to be a source map.






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Re: dm_heatmiser
Posted by Hugh on Tue May 31st at 5:17am 2005


ReNo: Yeah, I'm a bit iffy on the details since I'm so used to mapping for HL1. <img src=" SRC="images/smiles/sad.gif"> I'm always in disbelief when people tell me this won't make Source explode... but I guess I'll go crazy with 7 or 9-sided corners (I'm used to 3, which a lot of those are.) I'll look for this displacement map maps too, I only saw dm_tribute and that's just 'cause it was linked in the compo rules.

French Toast: Lip as in the passages should lead to something besides passages?

Purple platforms -> PoP-style ladders -> towers
Dark orange platforms -> I was going to put my bunkers there but they're way too small (the platforms, that is). Probably end up just putting a smaller bunker or at least random items.
Light orange platforms -> I imagine I'll be adding the bunkers there since there's nowhere else to put them.




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: dm_heatmiser
Posted by Cassius on Tue May 31st at 6:44am 2005


? quote:
I don't have HL1 OR HL2... yet.

So how did you get Hammer to run?




[Im_invisible] "I would suck a man off, but only for sustenance."



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Re: dm_heatmiser
Posted by Hugh on Tue May 31st at 7:32am 2005


I DID have HL1, I just deleted it once I got a better video card 'cause my HD's tiny, now I've just got the editors and zhlt.wad :P I can't look at it in-game so the scale's probably insane.




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: dm_heatmiser
Posted by DrGlass on Tue May 31st at 9:24am 2005


just remeber, 64 units for a small path, 128 is a normal wall. player is 72 untis high.

most props and most everything else is based on 64,128,256,512,etc.




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Re: dm_heatmiser
Posted by Hugh on Tue May 31st at 9:35am 2005


Oh I know, I've used the info_player_start as a scaling device, it's just that it's a lot easier to tell when you run them in-game, and I won't have that luxury for a few weeks yet. <img src=" SRC="images/smiles/icon_smile.gif">




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: dm_heatmiser
Posted by habboi on Tue May 31st at 11:22am 2005


I presume your converting the wad to .vtf?
It looks good so far but perhaps add forcefields for cover.





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Re: dm_heatmiser
Posted by ReNo on Tue May 31st at 3:28pm 2005


Small path 64 units? Do you mean in width? 64 units is really thin for a walkway - players need space to manouever, especially on a map like this that doesn't have the paths walled in.






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Re: dm_heatmiser
Posted by DrGlass on Tue May 31st at 9:29pm 2005


? quote:
Small path 64 units? Do you mean in width? 64 units is really thin for a walkway - players need space to manouever, especially on a map like this that doesn't have the paths walled in.


yeah 64 is a minimum with if you want the player to have some room to move... I think it fits 2 players side by side.




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Re: dm_heatmiser
Posted by Hugh on Tue May 31st at 11:47pm 2005


Mine are 128 so they're not that small but not too large either. Progress is a lot slower thanks to my accidental deletion of one of the floors (I didn't notice until after I'd done a lot of VM so undoing was out of the question) but progressing nonetheless. Probably update the screenies in a few days but no promises eh?


One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!



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Re: dm_heatmiser
Posted by DrGlass on Wed Jun 1st at 3:10am 2005


send it to some one and have them compile it for you.




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Re: dm_heatmiser
Posted by MisterBister on Wed Jun 1st at 9:47am 2005


This map reminds me of HipDm1 an old supercool map for Quake2.
I really loved that map when I was a kid, you should really check it out if you can.

I think it would be cool if you added buildings to the walkways, so that players can run indoors when walking on the walkways. Just a thought though.
Personally, I really think that youre on the right track <img src=" SRC="images/smiles/icon_wink.gif">.




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Re: dm_heatmiser
Posted by Hugh on Wed Jun 1st at 10:49am 2005


Doctor: I am going to be sending it someone to take a bunch of screenshots but not for a while yet, gotta make sure everything's HL2-quality first.

Mister: Yeah, I think I've played too much Quake and that's why I've just got this craziness pouring out of me, but I'll still have to check out that map if there's more stuff that I can rip off. <img src=" SRC="images/smiles/icon_biggrin.gif"> And I like your idea about the buildings on the walkways quite a bit, actually... I could just widen 'em up and throw a building in, instant cover. o/ It'd save me a lot of hassle of making even more walkways to lead to some bunkers, too. <3




One day you'll know what you're talking about, I can hardly imagine

Maps! - Audio blog!




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