Posted by Campaignjunkie on Tue Jul 27th 2004 at 3:16am
Updated.
Finally compiled. Woohoo. Lighting indoors is sketchy at best - just threw torches and such everywhere. Could use suggestions anyway. r_speeds peak at 1000 in little corner areas, but for the most part the average is somewhere around 600.








(obligatory Tron 2.0 Glow screenshot...)
[addsig]
Updated.
Finally compiled. Woohoo. Lighting indoors is sketchy at best - just threw torches and such everywhere. Could use suggestions anyway. r_speeds peak at 1000 in little corner areas, but for the most part the average is somewhere around 600.








(obligatory Tron 2.0 Glow screenshot...)
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Posted by Campaignjunkie on Sun Jul 25th 2004 at 2:16am
Crackerjack: I shall break you, then proceed to ruin your family.
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Crackerjack: I shall break you, then proceed to ruin your family.

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Posted by Campaignjunkie on Sun Jul 25th 2004 at 12:02am
Yeah, heheh, got carried away. I'll also work on clearing some texture space for those stone-image things.
So, I'm going to do a major overhaul of the map right now (~1 week away from the deadline?! eep) I'm removing all the weaker areas, cannibalizing parts from them, and going to adapt it to a new multi-tiered semi-Stalkyard type layout. Going to work on getting more cover / close-quarters in too. Thanks for all the feedback, probably would have just kept blindly working on all of this without it. Going to be a challenge balancing epic/tight feel, but I can try, right?
[addsig]
Yeah, heheh, got carried away. I'll also work on clearing some texture space for those stone-image things.
So, I'm going to do a major overhaul of the map right now (~1 week away from the deadline?! eep) I'm removing all the weaker areas, cannibalizing parts from them, and going to adapt it to a new multi-tiered semi-Stalkyard type layout. Going to work on getting more cover / close-quarters in too. Thanks for all the feedback, probably would have just kept blindly working on all of this without it. Going to be a challenge balancing epic/tight feel, but I can try, right?
[addsig]
Posted by ReNo on Sat Jul 24th 2004 at 7:49pm
Its looking pretty epic, bigger than I expected for some reason. I'd really need to see it compiled to pass judgement, there are lots of awkward parts in the texturing that are obvious in hammer but may be hidden better in game, and together with the lack of lighting, I feel it would be unfair to say anything about it without seeing compiled shots. [addsig]
Posted by Gwil on Sat Jul 24th 2004 at 11:22am
http://www.seapyramid.net/articles/images/persia/mithra.jpg
kinda like that, CJ - if you see what I mean. usually depicting folks doing something historic (attacking people, being led by their God etc). just poke around and look on Iranian/Iraqi websites or use the ever wonderful google image tool with a few choice words - tis always good for inspiration.
BTW the hanging gardens were made of mud bricks I believe, if that helps develop them. and they didnt hang at all, they just sat
heres another good one of (i presume) some ruins from the location of Persepolis -
http://www.hory.applet.cz/iran/perseopolis_chram_sm.jpg
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Posted by Gwil on Sat Jul 24th 2004 at 11:19am
a friese (i think thats the spelling, to tell you the truth I havent bothered to check
I guess you'd have to find textures for them though, i'll try and find a picture gov
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Posted by Campaignjunkie on Sat Jul 24th 2004 at 11:04am
Gwil - Yeah, it's kind of supposed to be a mock hanging gardens. Except I don't know what I'm doing!
... But Frieses? What are those? 
Good point Yak_Fighter. I'd probably have to close a bunch of stuff off for r_speed reasons anyway. I think I might have gotten too carried away with the theme. Maybe I just need to play some more HLDM (and get my ass kicked) to stay grounded in reality? Also, I don't think I'll be putting in the gauss (even though it would be a travesty in an open map like this), there's too much decoration and stuff for the player to jump up to, and it would spoil a lot of the illusion and such.
[addsig]
Gwil - Yeah, it's kind of supposed to be a mock hanging gardens. Except I don't know what I'm doing!
Good point Yak_Fighter. I'd probably have to close a bunch of stuff off for r_speed reasons anyway. I think I might have gotten too carried away with the theme. Maybe I just need to play some more HLDM (and get my ass kicked) to stay grounded in reality? Also, I don't think I'll be putting in the gauss (even though it would be a travesty in an open map like this), there's too much decoration and stuff for the player to jump up to, and it would spoil a lot of the illusion and such.
[addsig]
Posted by Yak_Fighter on Sat Jul 24th 2004 at 8:25am
This looks all very nice, even in its uncompiled state, but as a deathmatch map it doesn't look too happy. It's way too wide open, especially the courtyard, which will cause the crossbow, gauss, and LJ to be very dominant, and in my experience with HLDM those kind of games usually suck, promoting camping and lameness. It may not be possible at this point, but I would strongly suggest adding additional detail for cover. Perhaps some additional guardrails, rubble, rolled-up carpets, small stalls like A_S said, chairs, benches, cannon, trash/refuse, vegetation, two-wheeled carts, fountains, crates, barrels, pots, bazaar stuff, lamps, uhh... chamber pots? I don't know much that would fit with a middle eastern/persian setting. For the barracks you could have beds, weapon racks, anvils or blacksmith stuff, torture equipment, pots of boiling oil, stacks of wood/kindling, horsey stalls, food and ammo dumps.

