Medevil by Tracer Bullet

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Map Description

A smallish work in progress. I intend to do a re-texture, and I need to figure out how to make multiple water brushes fit together properly without seeing new water "surfaces" when you are transitioning between brushes. Weapons and DM player starts are now in preliminary placements.

Discussion

Posted by mazemaster on Sun Dec 24th 2006 at 9:00pm

http://www.zhlt.info

For the newest version.
Posted by Captain P on Sun Dec 24th 2006 at 12:52pm

TB: you can ease up your triangle brushwork by making them into entities. This easily fills your total amount of entities but allows you to keep the VIS job relatively simple.
Posted by Jinx on Sun Dec 24th 2006 at 12:31pm

I would run a "check for problems" in Hammer to make sure bad brushes aren't causing the HOM effects.

Another thing to try might be to seal the level behind the triangulated brushwork, then turn the brushwork into a func_wall or something?

Be sure you are using the latest version of ZHLT's, you can get them here:
http://collective.valve-erc.com

Which reminds me, I should probably update mine lol
Posted by Orpheus on Sun Dec 24th 2006 at 12:04pm

Which tools you using Obi?

They have made a few newer versions since we stopped mapping HL1.

Perhaps they will address your HOM issue. :confused:
Posted by Tracer Bullet on Sun Dec 24th 2006 at 4:51am
[Author]

Good points, and most all things I plan on working on.

-Yep, lots of misaligned textures. I never paid much attention to that so far, but since I'm planning on a complete retexture in any case...

-The simplicity of the subsidiary hallways is mainly down to r_speeds. I can't do anything about it without allot of restructuring. This would ultimately increase the size of the map, which I do NOT want to do.

-HOM is a chronic and integral part of extensive triangulated brushwork. the compiler just doesn't like it much. I'm hoping that a -full run of vis will help with that.

-Yes, I must optimize movement. I'm probably just going to clip off the worst areas. I have ideas for how to revise the tunnel area.

-There are two sniper towers, and yes they are strong. Nevertheless, you can get anywhere on the map (including below the snipers) without ever entering their line of fire. Plus I've kindly provided grenades below each tower to help dislodge annoying campers. I like a more stealthy style of gameplay, which is the reason for the darkness and sniper positions. It is a conscious decision, which I stand by.
Posted by Jinx on Sun Dec 24th 2006 at 3:21am

GBall mentioned some of the issues I saw playing through. One other- the back cave tunnel area's flooring is nicely rough, but makes movement a little sticky sometimes. Wondering if you could clip over the variation to keep the visual effect while allowing smooth player movement?
Posted by Orpheus on Sat Dec 23rd 2006 at 6:39pm

Without parallax that sky never looked very good. Tis why I always used Neb1 or whatever it was called.

Glad yo see you mapping again Obi. :smile:
Posted by BlisTer on Sat Dec 23rd 2006 at 12:47pm

i like the overall height difference usage, the way you handled architecture in that first shot, and the ceiling idea for the last shot. I also like how the cave has alternate lighting (color) than the rest of the map, but overall i think the outside lighting could be improved, seems too dark and/or bland in some places. Also it seems to me the castle entrance could be made more interesting than just the 2 walls stopping
Posted by Tracer Bullet on Sat Dec 23rd 2006 at 4:17am
[Author]

Update

No new screens, but I now have a download link. I've added the last of the pathways and sniper spots, so the brushwork should now be complete.

I still have to try that suggested re-texture among many other things.
Posted by Tracer Bullet on Fri Dec 22nd 2006 at 11:04pm
[Author]

I'd like to say the misspelling was deliberate... However it happened, I think I'll keep the name. I like the "evil" part.

Thanks for the texture links Jinx! I think I already had the Dragoon texture set, but I've never seen the other one except in-game.

I'll address the comments all of you have made in my next revision. Thanks!