Dm_mosaic1_beta by DrGlass

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Map Info

Map Description

Please visit www.docglass.net/mosaic.htm for more info on the mosaic project. Join, find new versions, see media.

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

6 mappers
5 countries
1 map

Send any questions or comments to DrGlass@docglass.net

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

Discussion

Posted by ReNo on Thu May 26th 2005 at 11:42pm

Create the level under the HL2DM settings, as its an HL2DM map. Nothing
is really different though, just make sure you use HL2DM entities and
whatnot.
Posted by G4MER on Thu May 26th 2005 at 11:39pm

YAY! I have section 8, because im mad crazy yo! LOL :lol:

I know this is a stupid question but is this useing the HL2 settings, HLDM settings what.. I am a CS Source mapper and use that pretty normally but I dont think my section made in CS Source will work if you guys are all in HLDM or HL2 modes of mapping.
Posted by DrGlass on Thu May 26th 2005 at 11:12pm
[Author]

Posted by habboi on Thu May 26th 2005 at 6:13pm

Sounds like a neat idea!
Do it!
Posted by Addicted to Morphine on Wed May 25th 2005 at 11:50pm

Dude -- by all means go for it. When the acoustic kicks in and
that guy from Blur starts singing... windmill windmill for the land...
and the thing is flying through the clouds, its a sublime moment.
Definitely use that to get creative. If you pull it off, it'll
look great. And if you can't quite get it to work, at least it
wasn't for lack of ambition or vision :smile:
Posted by Iceman1330 on Wed May 25th 2005 at 9:04pm

You hit the nail on the head morphine. I was so interested in that
concept that i thought it should be made into a map. And the HL2 engine
is great for it. I want to try for something besides the dark and moody
HL2MP levels that are out there, something that is a little more
interesting to look at in a different sense.
Posted by Addicted to Morphine on Wed May 25th 2005 at 7:24pm

Iceman, sounds like you took a fancy to the Music Video for Feel Good Inc.

I can't blame you, its a great idea :smile:
Posted by DrGlass on Wed May 25th 2005 at 6:57pm
[Author]

wow, sounds like a very intresting idea. Post your WIP pics on
the mosaic forum
and here.

Also, Goldenshadow figured out a way to make very cool
0
gravity objects
.
Posted by Iceman1330 on Wed May 25th 2005 at 6:24pm

Hey, i just recently joined the project and wanted to bounce some ideas off you guys. I decided to tackle area 1, which, while appearing small in the overview of the map is actually quite chunky. I wanted to go for something ethereal with an emphasis on art. I was thinking of basing my area off of the premise of having chunks of land seemingly lifted off the group and suspended in mid air. The chunks will look realistic in that they wont be big blocks but small almost upside down cones of dirt with grass on the top. In the center of the map a larger chunk of excavated earth will be home to a large windmill. The windmill will slowly be churning in the wind. A light breeze will be heard as you look into the sky and see birds wafting on the breeze. A few clouds will periodically float lazily by in the air past the windmill and you. the entire inside of the map will be covered with a skybox texture save the bottom, which will have the texture of an aerial ground shot from thousands of feet high. The clouds will be achieved by creating several env_smokestacks which are staggered, and will release large puffs of smoke of varying sizes at large intervals in order to get the volumetric cloud "effect". The windmill will be accessible to the player via a wooden door in the front. When entering, small portholes inside the windmill will stream in light beams with dust glinting in the sunshine. The inside of the windmill will feel warm and cozy, they player will have the feeling of safety while inside. In the middle of the windmill the grinding stone will be turning away, grinding its grain into flour. The Grinding stone will be attached to a large wooden pole running up the center of the mill, to a large wooden horizontal gear up top. The Upper gear will be connected to the gear attached to the pole attached to the windmill blades. All of this can either be scripted or actual real time physics. A spiral staircase will wrap up the internal edge of the windmill to the top, where another wooden door will allow the player onto a platform that circles the top. On the platform will be a crossbow (Sniping position). Next to the large chunk that holds the windmill, a lane tree will be on a piece of turf. There can be a regular swing on this (plank and two ropes) that will sway ever so slightly in the wind. A series of floating chunks will allow access to the right and left upper entrances. Right now I'm unable to access my editing computer so I haven?t been able to take a screenshot of the blocked out level, but as soon as I get to it ill put the screens up here. Mind you the part I describes was only the uppermost level. And I still would love some added ideas. So crits of the current plan and new ideas would be great.
Posted by G4MER on Wed May 25th 2005 at 3:44pm

Dr.Glass can you explain this more? maybe add a small tutorial on it.

Morphine, I would add small light enities with a value of 10-20 and colored grey or very pale yellow to help brighten the areas some. Float them as mid of the way as you can, that way they dont give any more light to any certian area, and it would help make it appear that the light is just an effect of the spots.