dm_heatmiser by Hugh

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Map Description

My map for the compo, it's flat-shaded/fullbright because I don't have HL1 OR HL2... yet. But someday I shall and then it won't look quite so strange.

Pic 1 - Ground floor, the red part will be glass or something.
Pic 2 - Second floor (obviously).
Pic 3 - Flying bell towers that will spread fire from their hindquarters.

Discussion

Posted by Hugh on Wed Jun 1st 2005 at 10:49am
[Author]

Doctor: I am going to be sending it someone to take a bunch of screenshots but not for a while yet, gotta make sure everything's HL2-quality first.

Mister: Yeah, I think I've played too much Quake and that's why I've just got this craziness pouring out of me, but I'll still have to check out that map if there's more stuff that I can rip off. :biggrin: And I like your idea about the buildings on the walkways quite a bit, actually... I could just widen 'em up and throw a building in, instant cover. \o/ It'd save me a lot of hassle of making even more walkways to lead to some bunkers, too. <3
Posted by MisterBister on Wed Jun 1st 2005 at 9:47am

This map reminds me of HipDm1 an old supercool map for Quake2.

I really loved that map when I was a kid, you should really check it out if you can.

I think it would be cool if you added buildings to the walkways, so
that players can run indoors when walking on the walkways. Just a
thought though.

Personally, I really think that youre on the right track :wink: .
Posted by DrGlass on Wed Jun 1st 2005 at 3:10am

send it to some one and have them compile it for you.
Posted by Hugh on Tue May 31st 2005 at 11:47pm
[Author]

Mine are 128 so they're not that small but not too large either. Progress is a lot slower thanks to my accidental deletion of one of the floors (I didn't notice until after I'd done a lot of VM so undoing was out of the question) but progressing nonetheless. Probably update the screenies in a few days but no promises eh?
Posted by DrGlass on Tue May 31st 2005 at 9:29pm

Small path 64 units? Do you mean in width? 64 units is really thin for
a walkway - players need space to manouever, especially on a map like
this that doesn't have the paths walled in.
yeah 64 is a minimum with if you want the player to have some room to move... I think it fits 2 players side by side.
Posted by ReNo on Tue May 31st 2005 at 3:28pm

Small path 64 units? Do you mean in width? 64 units is really thin for
a walkway - players need space to manouever, especially on a map like
this that doesn't have the paths walled in.
Posted by habboi on Tue May 31st 2005 at 11:22am

I presume your converting the wad to .vtf?
It looks good so far but perhaps add forcefields for cover.
Posted by Hugh on Tue May 31st 2005 at 9:35am
[Author]

Oh I know, I've used the info_player_start as a scaling device, it's just that it's a lot easier to tell when you run them in-game, and I won't have that luxury for a few weeks yet. :smile:
Posted by DrGlass on Tue May 31st 2005 at 9:24am

just remeber, 64 units for a small path, 128 is a normal wall. player is 72 untis high.

most props and most everything else is based on 64,128,256,512,etc.
Posted by Hugh on Tue May 31st 2005 at 7:32am
[Author]

I DID have HL1, I just deleted it once I got a better video card 'cause my HD's tiny, now I've just got the editors and zhlt.wad :razz: I can't look at it in-game so the scale's probably insane.