returnDM_Tempelwald (was DM_Forest) by Nickelplate (view all 4 maps by this user)
DM_Tempelwald (was DM_Forest)


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Game: Half-Life 2: Deathmatch
Added Wed Nov 30th 2005

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A HL2DM map set in a forest in a fjord. With ancient ruins and a cave system. Now named DM_Tempelwald, used to be DM_Forest.


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0 starsPosted by Captain P on Fri Nov 4th 2005 at 2:51pm

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.
0 starsPosted by Underdog on Fri Nov 4th 2005 at 1:51pm

? 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.

0 starsPosted by Crono on Fri Nov 4th 2005 at 7:20am

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?
[author]
Posted by Nickelplate on Fri Nov 4th 2005 at 5:56am

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?

0 starsPosted by Crono on Fri Nov 4th 2005 at 2:37am

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.
0 starsPosted by Addicted to Morphine on Fri Nov 4th 2005 at 1:56am

Yeah -- that makes sense, it might work. It's worth trying.
0 starsPosted by Underdog on Fri Nov 4th 2005 at 1:18am

? 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?

0 starsPosted by Crono on Fri Nov 4th 2005 at 12:52am

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).
0 starsPosted by Underdog on Fri Nov 4th 2005 at 12:34am

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?

0 starsPosted by Captain P on Thu Nov 3rd 2005 at 2:39pm

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. <img src=" SRC="images/smiles/icon_smile.gif">
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