Bloody Ore by Victor-933

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EDIT Grew too big, and it's only good for stealing prefabs from now.

Discussion

Posted by Victor-933 on Tue Apr 25th 2006 at 12:01pm
[Author]

People join in the daytime as well -- pretty much whenever. The
community seems interested in the map, but unwilling to download it via
my SLOW upload rate (1 kb/s :|)

I run the server straight from my computer overnight; it's just the
default HL2DM server name because I don't have the money or need for a
full-time server, since (I find this kinda funny) I make DM maps but
suck in DM.

The server usually starts around 12:30AM Central and stops when I wake up around 6:30AM
Posted by reaper47 on Tue Apr 25th 2006 at 7:30am

I haven't had anyone complain about the brightness in the public betas.
forgot to tell you guys that ._. -- I leave the map running on an
internet server overnight so people can check it out.
I don't mean that ironic but the problem with dark maps is daytime play. :biggrin: What server do you run it on btw?

I like the rain. I didn't know it workd so well in HL2DM!
Posted by Victor-933 on Mon Apr 24th 2006 at 3:31pm
[Author]

I haven't had anyone complain about the brightness in the public betas.
forgot to tell you guys that ._. -- I leave the map running on an
internet server overnight so people can check it out. Heh, I have a
clan that's interested in my map :razz: Clan [FU]. By the way anyone know
where I can get ahold of them?

Anyway, back to the map. New shots -- added rain effects, converted the
slime to a pond, made some lights breakable. The indoor lights and
"porchlights" are alot brighter now that I've switched to texture
lighting. They also give the map a "cold" feel; in the mines it looks
"freezing" because of all the blue-white.

Orph: I keep most of the old screenshots -- if I don't do that I still
have the old maps. There's about 14 versions of Sublevels on my
computer -- I save a new version if I do something drastic and complex,
that way if I don't like it I don't have to go through and delete a
bunch of crap. Later on (being on a Celeron it takes like 5 minutes to
load something in HL2) I'll get some shots of my earliest map so you
can see how far I've progressed.
Posted by reaper47 on Sat Apr 22nd 2006 at 7:13pm

Yea, make it much brighter. I don't even think the current lights (no matter how bright) are enough.
Posted by Captain P on Fri Apr 21st 2006 at 10:30pm

Don't change the brightness if you want the light to cover longer distances. Take a look at the linear option (or whatever that option was called - could be multiple others, too).
Posted by Victor-933 on Fri Apr 21st 2006 at 7:51pm
[Author]

I'm still relatively new to Source mapping. The "streetlights" are
turned up all the way but by the time it reaches the ground it isn't
very bright. I tried turning the other lights up almost all the way as
well.

Also, I tried to add boulder props and it started acting up.. I guess I could try it again though
Posted by Elon Yariv on Fri Apr 21st 2006 at 7:34pm

A bit too dark don't you think? The sky's light is fine but there are very few other lights and I think they emmit a really dim light. Try adding bolders, bushes and don't forget a few trees.
Posted by Victor-933 on Fri Apr 21st 2006 at 6:28pm
[Author]

The RPG is in the mines, which the elevator leads to, which is the reason for the elevator.
Posted by reaper47 on Fri Apr 21st 2006 at 5:12pm

Wont it be annoying when you are in the elevator and somebody throws a grenade and you can't run away?
You could place an RPG in the elevator or similar. Risk management.
Posted by Elon Yariv on Fri Apr 21st 2006 at 3:40pm

Wont it be annoying when you are in the elevator and somebody throws a grenade and you can't run away?