DM_Tempelwald (was DM_Forest) by Nickelplate

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Map Info

Map Description

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.

Discussion

Posted by Nickelplate on Wed Nov 30th 2005 at 2:51pm
[Author]

Yeah, its a lack of diplacement surface in the rear of the map.
Posted by Crono on Wed Nov 30th 2005 at 8:28am

It's shaping up nicely. Haven't downloaded it or anything though.

I'm wondering if your permiter set up will actually work well or not. It doesn't look like it from the images. But that's a 3d-skybox issue or something like that :smile:

It'd be really cool to see some more forrest and hills and stuff in the skybox.
Posted by Nickelplate on Wed Nov 30th 2005 at 6:10am
[Author]

Lol, you posted while I was taking them!!! Download the map and tell me how much you loved it! :biggrin:
Posted by Addicted to Morphine on Wed Nov 30th 2005 at 6:06am

I'd love to see some updated screens.
Posted by Nickelplate on Wed Nov 30th 2005 at 6:04am
[Author]

Okay! I finally got somewhere with this! I've added/changed the following.
  • The name is now DM_Tempelwald It may be changed yet again before the end, and it means Temple Forest in german for those of us who don't speak german.
  • The perimiter is set.
  • I added some of the ruins
  • I finished most of the Displacement work.
Next I'll work on lighting effects and the underground segments.
Posted by Nickelplate on Sat Nov 5th 2005 at 12:28am
[Author]

Oh, I've got some sounds planned out. and some good light FX too. Don't wanna give it all away, luv!
Posted by Dark_Kilauea on Fri Nov 4th 2005 at 11:02pm

I think you should put some func_dustclouds in some low areas the add a
special fog effect. Perhapes even add some wolf howling sounds in
the backround for some atmosphere.
Posted by Crono on Fri Nov 4th 2005 at 5:37pm

Oh, well. Scrap that then, unless there's input options to change intensity.

Uh ... up. Sorry, I'll change that.
Posted by Nickelplate on Fri Nov 4th 2005 at 5:34pm
[Author]

rain is brush based.. and unfortunately, if you have one rain entinty inside of another, they cancel out.. I tried in DM_castle a long time ago, I wanted more rain to pour down at the edge of my roofs, and it cancelled it out...
Posted by Addicted to Morphine on Fri Nov 4th 2005 at 3:16pm

Is it possible to have two rain entities (of different intensities)
working at the same time? You could blend the weather that way...
or you could just have one cut off and the other (either more or less
rainy) start right up where the other entity left off. Maybe?