Re: DM_Forest
Posted by Nickelplate on Thu Nov 3rd at 4:05am 2005
A swampy forest is cool with me!
I was thinking about putting blurry lights in the air. in the trees. They would move randomly and just act as some ethereal-looking illumination. like ghosts or something.
The cave/tomb will go into a sort of dungeon that connects to the planned castle/manor ruins that will hopefully bring a lot more atmoshpere to the place. One side of the map will end in a foggy lake, the other side will be blocked off by rocks, cliffs, or castle walls in various places. I dunno what I'll do about the sides yet.
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Re: DM_Forest
Posted by Crono on Thu Nov 3rd at 4:25am 2005
Nickel, this has got some good atmosphere. I think it'd be a waste to have it be 'some' swamp. It has a real "Grimm" feel to it. It'd be really cool to see (at least in a different version) some implementation of fairy tales. It'd be cool.

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Re: DM_Forest
Posted by Captain P on Thu Nov 3rd at 2:39pm 2005
I like that moving lights idea and a castle or monastory would fit
great here. I'm looking forward to the next stage of this map.
" SRC="images/smiles/icon_smile.gif">

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Re: DM_Forest
Posted by Underdog on Fri Nov 4th at 12:34am 2005
I have not seen any quality rain maps in HL2 yet so I think I'll post this question here to see if it has an answer. Can rain be made intermittent?
I mean, rain hardly ever falls consistently the same for extended periods. Except in the tropics maybe.
Anyway, nice shots. I forgot to look, is there a download link yet?

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Re: DM_Forest
Posted by Crono on Fri Nov 4th at 12:52am 2005
He could have the entity managed by a logic timer (or something like that). If the entity doesn't support on and off, you can quite literally, remove and add the entity at certain times (using a logic timer, or something like that).

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Re: DM_Forest
Posted by Underdog on Fri Nov 4th at 1:18am 2005
? quoting Crono
He could have the entity managed by a logic timer (or something like that). If the entity doesn't support on and off, you can quite literally, remove and add the entity at certain times (using a logic timer, or something like that).
You're doing it again. Reminding me how dumb I am. That quite literally made no sense at all.
But, its not as important that I know as that if you say its possible maybe Nickelbag can use it as a suggestion?

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Re: DM_Forest
Posted by Addicted to Morphine on Fri Nov 4th at 1:56am 2005
Yeah -- that makes sense, it might work. It's worth trying.

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Re: DM_Forest
Posted by Crono on Fri Nov 4th at 2:37am 2005
I've never personally done it. But I know you can kill and spawn entities at will ... so ... that's always an option if the entitiy doesn't need to be in a special state.
Yes, I'm sure Nickel has some idea of what I'm talking about ... whenever he gets around to reading what I said.

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Re: DM_Forest
Posted by Nickelplate on Fri Nov 4th at 5:56am 2005
Is it possible to do that to a brush-based entity? Anyway, I was thinking about adding the proverbial "Path" that we hear about in all the stories.
The forest path from Hansel and Gretel
the bridge from The 3 Billy goats Gruff
the Cave from multiple stories
ruins from multiple stories
What do you all think about some fog?

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Re: DM_Forest
Posted by Crono on Fri Nov 4th at 7:20am 2005
Go for it. It'd allow you to keep FPS UP and it'd make a handsome solution for the 'edge' of the map issue.
I just thought of something to make it confusing, but cool. In places of INTENSE fog, you could have some teleport entities to take you to another part of the map that is fogged up, thickly. The map would seem to go on forever (hopefully).
But, that's just an idea for it's use.
No, it can't be brushed based. But, rain isn't ... is it?

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Re: DM_Forest
Posted by Underdog on Fri Nov 4th at 1:51pm 2005
? quoting Crono
Go for it. It'd allow you to keep FPS down and it'd make a handsome solution for the 'edge' of the map issue.
Old habits. Intensely hard to break them.
In the old days it was "Keep r_speeds down" Now its "Keep FPS up"
Does fog really increase framerates? Nice bit of info to remember.

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Re: DM_Forest
Posted by Captain P on Fri Nov 4th at 2:51pm 2005
I don't think suddenly stopping the rain has a good effect, rather,
it'll make it appear fake. A subtle change between rain intensities is
needed. I don't know if that's possible, so if it's not, maybe doing
what Crono suggested while still keeping a rain entity active to mask
the sudden transition somewhat?
To keep fps down, you can limit the render distance, don't know exactly
how this works as I haven't had trouble with it so far, but it's
possible, and fog is a nice mask for it then. However, i find dense fog
on open area's to be more annoying than really nice. I think hiding
teleports would then only make it more confusing. Maybe it works and
it's fun, personally I just don't like it. But it surely makes the map
harder to learn.

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Re: DM_Forest
Posted by Addicted to Morphine on Fri Nov 4th at 3:16pm 2005
Is it possible to have two rain entities (of different intensities)
working at the same time? You could blend the weather that way...
or you could just have one cut off and the other (either more or less
rainy) start right up where the other entity left off. Maybe?

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Re: DM_Forest
Posted by Nickelplate on Fri Nov 4th at 5:34pm 2005
rain is brush based.. and unfortunately, if you have one rain entinty inside of another, they cancel out.. I tried in DM_castle a long time ago, I wanted more rain to pour down at the edge of my roofs, and it cancelled it out...

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Re: DM_Forest
Posted by Crono on Fri Nov 4th at 5:37pm 2005
Oh, well. Scrap that then, unless there's input options to change intensity.
Uh ... up. Sorry, I'll change that.

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Re: DM_Forest
Posted by Dark_Kilauea on Fri Nov 4th at 11:02pm 2005
I think you should put some func_dustclouds in some low areas the add a
special fog effect. Perhapes even add some wolf howling sounds in
the backround for some atmosphere.

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Re: DM_Forest
Posted by Nickelplate on Sat Nov 5th at 12:28am 2005
Oh, I've got some sounds planned out. and some good light FX too. Don't wanna give it all away, luv!

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Re: DM_Forest
Posted by Nickelplate on Wed Nov 30th at 6:04am 2005
Okay! I finally got somewhere with this! I've added/changed the following.
- The name is now DM_Tempelwald It may be changed yet again before the end, and it means Temple Forest in german for those of us who don't speak german.
- The perimiter is set.
- I added some of the ruins
- I finished most of the Displacement work.
Next I'll work on lighting effects and the underground segments.

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Re: DM_Forest
Posted by Addicted to Morphine on Wed Nov 30th at 6:06am 2005
I'd love to see some updated screens.

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Re: DM_Forest
Posted by Nickelplate on Wed Nov 30th at 6:10am 2005
Lol, you posted while I was taking them!!! Download the map and tell me how much you loved it!

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