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Game: Half-Life: Deathmatch
Added Mon Oct 17th 2005

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From the moment onward I first saw a rain tutorial for Half-Life I've wanted to create a map, which would utilize this effect. The very first rain tutorial I read used an env_beam entity to create the rain. The method was slow to implement and very hard on the entity budget. Later on I came across a different kind of rain tutorial which used func_conveyors instead of env_beams. Three years have passed since I first read that tutorial and now I've finally begun to make that Half-Life map with rain in it... Due to the fact that I'm currently serving in finnish army it might take a while for me to finish this map, but all in all I'm determined to get it done.

Update: new pictures.


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Discussion
0 starsPosted by G.Ballblue on Sun Feb 13th 2005 at 4:19pm

Hmm. Different sky is something I'd look for [addsig]
0 starsPosted by Orpheus on Sun Feb 13th 2005 at 3:42pm

LOL, thumb and screen don't match [addsig]
0 starsPosted by ReNo on Sun Feb 13th 2005 at 3:33pm

Looks like a pretty good start, but it really NEEDS better lighting and better textures to set it off. The textures are ok in places but its really colourless as it is and they do lack detail. The less said about the rock texture the better. Do your brushwork justice, don't let these other things drag it down.
[addsig]
[author]
Posted by Pvt.Scythe on Sun Feb 13th 2005 at 3:22pm

I've uploaded two new screens. I've had a very busy two weeks in the army and this weekend was godgiven rest. Sadly I've to get back in there in couple of hours. Next update will be on next weekend. R-Speeds are somewhere between 300 and 700. [addsig]
[author]
Posted by Pvt.Scythe on Fri Jan 28th 2005 at 7:48pm

I just came back. I'll post some more screens tomorrow. Now I need some sleep. [addsig]
0 starsPosted by Junkyard God on Tue Jan 25th 2005 at 8:09pm

It looks nice, <br>the wpoly count is quite hight though, not too high, but i think it could be lower if you used some hint brushes or made the not-visible walls of the rocks etc. sky texture so the don't get rendered, check what gets rendered with the gl_wireframe 2 command. <br>it might be that there is way to much rendering at some points. <br> <br>just a suggestion, the map looks good smiley
0 starsPosted by BlisTer on Tue Jan 25th 2005 at 2:44am

comments in mapprofile. give us more screens [addsig]
0 starsPosted by BlisTer on Tue Jan 25th 2005 at 2:28am

Seems nice, keep it up! sky looks edged though. and gl in the army:p
0 starsPosted by Tracer Bullet on Tue Jan 25th 2005 at 12:49am

Not much to comment on tbh. The rocks in the second pic look sort of okay. [addsig]
[author]
Posted by Pvt.Scythe on Mon Jan 24th 2005 at 5:14pm

I'm not sure will I keep that skybox. And the reason for the sudden &quot;drop&quot; at the edges of grass is due to the fact that I did very messy job while closing the map for compile. I'll upload up-todate pictures on my next leave from army. Thank you for your comment.
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