Dm_mosaic1_beta


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Game: Half-Life 2: Deathmatch
Added Mon May 23rd 2005

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This map has a discussion topic which can be visited here

Please visit <A HREF="http://www.docglass.net/mosaic.htm" TARGET="_blank">www.docglass.net/mosaic.htm</A> for more info on the mosaic project. Join, find new versions, see media.

Area 2 - Willian &quot;habboi&quot; Nicholls
Area 5 - Liam &quot;Trapt&quot; Loriente
Area 7 - Indrek &quot;Madedog&quot; Triipus
Area 9 - Ryan Maclachlan
Area 10 - &quot;Addicted to Morphine&quot;
specail beta area - Drew &quot;DrGlass&quot; Hornbein

6 mappers
5 countries
1 map

Send any questions or comments to <A HREF="mailto:DrGlass@docglass.net">DrGlass@docglass.net</A>

Also, if you own a server and want to host it please tell me so I can list your server on my website.


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[author]
Posted by DrGlass on Wed May 25th 2005 at 7:15am

forgot to mention this on the mosaic forums but you could (if you have room, remeber Reno's area is above you) build a hollow box behind your skylight at the angle you want the sun to come from and texture the back face with one of those white textures. I think white002 or 003 will give you a nice warm light.

this will cast a hard shadow on the floor in the shape of the window.
0 starsPosted by Trapt on Wed May 25th 2005 at 6:31am

Ah, I see you found the skylights anyway. Some areas seem a bit dark, particularly the first two screens.

New water looks nice, as do the skylights. The new ceiling really adds something better to your map. I also noticed the new doorway thing, which will be excellent to stop the linearness of the area.

One concern with that new gateway though. Because it offers players with a direct route to the pool area, you should put something (perhaps a weapon, or some handy secondary ammo) in the little shower area to entice players to go in that little section. Or else I think the area could often find itself empty, and useless. I think a little enticement could work wonders.
0 starsPosted by Addicted to Morphine on Wed May 25th 2005 at 6:10am

I changed my spot_lights as per Doc's suggestions, and I'm halfway happy with the results.

image

I like the way the light_spots look in this section, but overall its way too dark. How can I subtly brighten up the area while keeping the appearance that the light is only coming from those wall mounts?

image
Same with this area, I like the way the lighted part looks, but it's way too dark. Suggestions?

image
image
I'm definitely going to keep the shafts of light, I think they look good... yet the lighting isn't convincing in this area, and its still too dark. Should I add regular light entities with low brightness?

image
New water, which I like. Looks like dirty chlorine.
0 starsPosted by Trapt on Wed May 25th 2005 at 6:05am

Looks very nice, ReNo.

? quoting Addicted to Morphine
Does anyone know a good visual effect for perhaps getting streaming light through the skylight? I'm not too worried about the actual lighting, just the appearance of light streaming through.


I think there is a model - effects/vol_light mdl I think it's called - which basically gives the effect of sunlight. I think you should test it out on your skylight to see how it looks.
[author]
Posted by DrGlass on Tue May 24th 2005 at 11:27pm

looking very nice.

AtM, there is a model in the effects folder that makes a beam of light. Just turn off collision and shadows and place it.
0 starsPosted by ReNo on Tue May 24th 2005 at 11:09pm

Ooooooh the other lights, I get you now. Yeah thats the "point_spotlight" entity very neat little entity that <img src=" SRC="images/smiles/icon_smile.gif">

I spent a bit of time tonight sprucing up the interior style, since before it was just really dull...

image
0 starsPosted by G4MER on Tue May 24th 2005 at 10:43pm

Oh ok.. I heard there was a built in thing in Lights now that would do the light glow.. like we used to do with a texture. You know it would fade from Bright Yellow to black/clear, to give the effect of the light shinning out, like it does on the cool little lights you have in your pictures Reno.
0 starsPosted by ReNo on Tue May 24th 2005 at 9:52pm

The entity is an "env_lightglow" actually, I wrote it wrong. Its basically the same as the old "env_glow" entity, that renders a sprite but it changes in size and brightness as the player gets closer or further away.
0 starsPosted by G4MER on Tue May 24th 2005 at 9:11pm

? quoting ReNo
Thanks mate, glad you like it Not been working on it the past couple of days - I've got an idea on the layout I want to have but I'm not sure the best way to build it up interestingly.

What do you mean by getting the light props to work so nice? They are just one of the standard prop_wasteland lights with a light entity a bit of distance in front of them, and a light_glow to give them some added intensity.

Light Glow, how do I do that? Thats the effect of the light shinning out from the light right? What we used to do in HL1 with a texture?

Hey Can I make a small section for this? this is HL2DM right?

0 starsPosted by Addicted to Morphine on Tue May 24th 2005 at 9:09pm

Does anyone know a good visual effect for perhaps getting streaming light through the skylight? I'm not too worried about the actual lighting, just the appearance of light streaming through.
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