pg_icepick_B2 by Finger

Map Rating

  • 5
  • 2 ratings / 5 stars

Map Download

Map Info

Map Description

This map was created for HL2dmPromod. If you don't have the mod, you can run this map in Hl2DM with no problem - you will just be missing a few items. The theme is an industrial winterish thing, with some combine artifacts thrown in. I plan on doing a port for normal DM after I finish the promod version. Normal DM is much slower, so I may think about making some changes to suit.

I'm obviously in the ongoing process of polishing the map, so any feedback would be great.

Discussion

Posted by Underdog on Tue Nov 8th 2005 at 1:32pm

The fact that you actually took the time to upload screens that I can view gives me hope.

If I can, I will take a peek at this map later today. My time is short today but I will try.

Thanks again for taking the time to post decent sized screens.

[edit]

23 minutes and 30 seconds later: User posted image

The hard parts done.I will look ASAP.
Posted by keved on Tue Nov 8th 2005 at 9:02am

Finger said:
as you see I kinda nicked the 'weapon platform' idea. I think it's a nice touch.
:biggrin: I used 'weapon platforms' because due to the big increase in texture resolution from Halflife1 I can never find weapons and ammo on Halflife2 levels I'm not familiar with. Can't see the wood for the trees, as the saying goes. Highly visible and distinctive 'weapon platforms' makes them easier to spot. Or maybe I'm just getting old. :smile:
Posted by Finger on Tue Nov 8th 2005 at 6:44am
[Author]

Thanks for the input Kev - good points. I like your version of Bootcamp - as you see I kinda nicked the 'weapon platform' idea. I think it's a nice touch.
Posted by keved on Tue Nov 8th 2005 at 12:42am

Hey Finger

Good to see another level from you. It's coming along really well - the layout is great. Also like that you've kept things circular and very open with hardly any props, which makes it ideal for the Pro Mod to allow for bunnyjumping etc all over the place. If anyone tells you to add more props to make it visually more interesting, don't listen to them. :smile:

Couple of comments:-
  • The brushes that the weapon & ammo dumps are located on are collidable. I did this for pg_boot_camp too, and have subsequently been asked to either make them non-solid or set them into the ground making them flush (which is what I've done.) I think you should look into one of these solutions too; as pg_boot_camp proves players will be happily bunnyjumping around only to go to a weapon / ammo cache and be stopped dead in their tracks by the collidable brushes underneath.
  • The rails that run along some indoors areas at a high level (with a few headcrab cannisters hanging from them) has light_spots shining down from above, casting a shadow on the floor below, however there aren't any light fixtures up there. :smile:
As for the buildcubemaps problem (I've read the forum thread over at the Pro Mod forum) yeah hopefully Valve will fix it soon but it's already been a problem for 3-4 weeks so they ain't exactly busting a gut to fix an issue which seems to be affecting all HL2 mods. :sad: It may be another few weeks yet before you're able to buildcubemaps without the black models problem occuring.
Posted by Finger on Tue Nov 8th 2005 at 12:01am
[Author]

Win: I tried dustmotes before the actual precip ent. They worked fine, to be honest - In playing with the snow, however, I think I can make this look better once I figure out how to tweak the density and speed.
Korn: Thanks - It's nice to actually have another map. I didn't expect to creat this - it just sort of sprung out of me. Total build time sofar is about 2 weeks. Good screens, and thanks for noticing those things.
That weird line in the snow is strange. Mikee was pointing it out ingame the other night, but I didn't even see it. Maybe some weird artifact with certain machines? I'll make sure to check that spot and see if there isn't some weird brush overlap.

The plaster bullet-hole decal is somewhat annoying. I'll try and see if I can't make or steal from CS to fix that problem.

You're right about that hallway - I'll see if I can't spice it up somehow.

I'm sure there are a ton of other small texture misalignments and things to polish up - thanks for finding a few :smile:

Cheers.
Posted by ReNo on Mon Nov 7th 2005 at 5:19pm

I downloaded it last night, will try and get around to taking a look after I've written this honours project proposal thingy.
Posted by KoRnFlakes on Mon Nov 7th 2005 at 4:54pm

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

OK, let me start off by saying. I simply CAN NOT fault this map. I
spent ages looking for problems & tbh all I found was trivial
rubbish, this is another excellent map mate.

User posted image

There is no snow on the top of these railings, also note how odd they look in places.

User posted image

mein got! das snow ist... made of wall?

User posted image

Boooooring, I dont like the grate (looks hl1 - cant see through it
& the texture is a bit crap). This area looks bland in comparison
to the rest of the map (Although I will admitt, it's just a coridoor)

User posted image

The floor has touched anotehr brush I think.

Tbh, I like the "rain/snow" - I think it looks like sleet, a mixture of
the two. That is all I really managed to find, I was trying to be a
real git & find niggly little bits everywhere, but I couldnt find
any.

Nice map mate.
Posted by KoRnFlakes on Mon Nov 7th 2005 at 3:30pm

Wow, nice to see you around finger mate.

I have downloaded the map & shall post a critique later on today. (looking excellent as usual)
Posted by Windows 98 on Mon Nov 7th 2005 at 11:39am

You can make snow by using func_dustmotes or whatever. Then turning the
particle color to white and setting the density correctly.

did you use displacements on your snow?