Black by mrnatural332000

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Map Description

After a freak accident with the experimental quass cannon a tremor struck the foundation of the black mesa weapon research building. Stripping the color out of the very fabric of reality. It also stripped the minds of all within blast. Now only insanity and violence remain.

Discussion

Posted by mrnatural on Thu May 6th 2004 at 2:16am

noper wasnt me....lol. though dod rocks.

hey someone let me email you my rmf for what i have of my map so far and compile it using hint brushes. and see if it works than send me the rmf back. wanna get this down pat of where in my map they should be correctly placed. i want as low as r_speeds as possiable.

i have em but not sure if i placed em correctly.

only getting one bad spot and thats at the top of the elevator shaft looking near the entrance where the screen in knocked out.

thank you if you would do this for me.
Posted by Gorbachev on Thu May 6th 2004 at 1:53am

mrnatural...hm, weren't you just playing DoD in the same game as me?
Posted by mrnatural on Thu May 6th 2004 at 12:53am

hey zoners costum build tools reduced my wpoly count. like 100 in spots. huh. better compiling?
Posted by scary_jeff on Wed May 5th 2004 at 1:26pm

Oh, decent. I'll have to try that out some time :smile:
Posted by Gollum on Wed May 5th 2004 at 1:16pm

scary_jeff said:
HINT brushes have some ingenious applications
They do? Like what?
Ask KFS for the full account :smile: The most useful one I know of is to drastically cut VIS times by covering a complex world brush with a HINT brush. Effectively this removes it from the VIS calculations. Of course, you could just use a func_wall, but there are some disadvantages to that.

That won't help the r_speeds in the slightest, but it could make a huge difference in compile times.
Posted by mrnatural on Wed May 5th 2004 at 12:32pm

yeah...its actually look out from it. see my new pics.

thank you again.
Posted by Forceflow on Wed May 5th 2004 at 12:17pm

Looking good ... rooms still look a bit blocky, but good architecture overall and texturing's good too.
Posted by scary_jeff on Wed May 5th 2004 at 9:32am

HINT brushes have some ingenious applications
They do? Like what?
Posted by wil5on on Wed May 5th 2004 at 2:14am

If its an elevator shaft, and youre standing in a corner looking at the entire thing, 1060 is qute good. Just keep in mind that people who have to use software mode (theres not many) have a limit of 800, above that and the engine drops polygons.
Posted by mrnatural on Wed May 5th 2004 at 12:09am

right....i always try to keep r_speeds in mind. i agree. 700 to 800 its all around. just my elevator shaft is kinda high. 1060 some.

but i gotta keep that...too damn fun. lol.

played around with hint brushes years ago and its without a doubt the engine drawing too much before its seen.

i dont know how you guys do r_speed checks but i stand in the farthest areas and try to get as many brushes as i can on screen. taking into account the engine dynamics.

can wait till half-life 2...that lod engine is gonna rock.

oh and its a lab thats new that got hit by a shock wave. the blue is gonna be a very predominant theme. well it could change. hahaha