Vernazza by KornyBizkit

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Map Description

Probably my final map for HLRally. Has been put on hold, I may plan on finishing it sometime when I get the chance.

Discussion

Posted by pepper on Mon Oct 4th 2004 at 7:53am

i was right :razz:
Posted by KornyBizkit on Mon Oct 4th 2004 at 3:29am
[Author]

A_S is defintately right about the textures, I like to stay under 4mb
of textures. although I might consider going up to 8mb so it has more
variation and color.

As for the landmarks, this is only the city section of the map, it runs
through various farms, over bridges, through tunnels, etc. Also to give
it more life, I'll be populating it with plenty of spectators and
advertisements.

I would post the r_speeds but they are a little higher now than they
will be when the map is finished. This was compiled just to show
aesthetics, and was done with fast vis and a large skybox. I would
estimate final wpoly to be around 600, with 900 at the very most in 1
or 2 places.

And yes, the sidewalks are only 2 units high and 32 wide.
Posted by G.Ballblue on Sun Oct 3rd 2004 at 8:24pm

Orpheus said:
lets assume blue is right for a moment, if this fella post some screens and the r's are about 500 or less we will know his theory holds water.. line sights that long in normal HL will be 1000+ at least.

/me wants ingame screens with r's turned on.
I am right.

:razz:
Posted by Campaignjunkie on Sun Oct 3rd 2004 at 8:02pm

Looks nice enough, but it seems a bit empty. Consider shaving polys off various small details in order to focus on larger ones, like more landmarks. I see a few opportunity for optimization, like in balconies (just make the railing section 1 brush; HL2 maps do it this way in the City 17 areas and no one notices anyway). Speaking of landmarks - maybe like a lighthouse, bridge, waterfall or something? Right now it seems like an empty cookie-cutter ghost town, no offense.

Pretty solid work though. Barring any gameplay problems, I would say you have to just polish and polish to make it look more lively.
Posted by pepper on Sun Oct 3rd 2004 at 7:59pm

a footwalk would be about 16-32 units thick!

and the mapping is easy, lots of vm

imagine the road is 128-256 units thick if korny hasnt scaled the textures down.
Posted by Orpheus on Sun Oct 3rd 2004 at 7:30pm

lets assume blue is right for a moment, if this fella post some screens and the r's are about 500 or less we will know his theory holds water.. line sights that long in normal HL will be 1000+ at least.

/me wants ingame screens with r's turned on.
Posted by G.Ballblue on Sun Oct 3rd 2004 at 7:14pm

Spartan 34 said:
G.Ballblue said:
Orpheus said:
2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say :smile:
HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have :smile:

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it :smile:
Then that would mean that those sidewalks are about 1 unit thick. Are you sure about this micro technology thing. It sounds like mapping would be hard and you would get high ass r-speeds.
I'm positive. And the average sidewalk in hl-ralley is infact about 1-2 (mayber 3) units thick. Anything bigger and the car just bounces right off of it.
Posted by Spartan on Sun Oct 3rd 2004 at 6:51pm

G.Ballblue said:
Orpheus said:
2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say :smile:
HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have :smile:

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it :smile:
Then that would mean that those sidewalks are about 1 unit thick. Are you sure about this micro technology thing. It sounds like mapping would be hard and you would get high ass r-speeds.
Posted by G.Ballblue on Sun Oct 3rd 2004 at 6:48pm

Orpheus said:
2 things,

1) what engine you making this for?

2) post some screens with r_speeds on, if its for HL1

the sight lines are way to long, lets hope its for HL2

very clean design though i must say :smile:
HL1 orph, Half-Life ralley. The mod uses micro technology, which means normal size objects are actually super small. For instance, Gordon's foot is about the size of a car in this game -- nothing is "actual size" as to what you're used to. More track, and more r_speeds to have :smile:

And damn! That track looks amazing, better than any of the official tracks! Please tell me there's a few interesting things, or "landmarks" to add some spiff to it :smile:
Posted by 7dk2h4md720ih on Sun Oct 3rd 2004 at 2:25pm

It's nice how everyone in the entire town share the same type of door.
Some people couldn't afford footpaths though and have to walk through
the grass to get out of their gardens. :smile: