halo_derelict

halo_derelict

Re: halo_derelict Posted by Chameleon89 on Mon Feb 26th 2007 at 3:19am
Chameleon89
3 posts
Posted 2007-02-26 3:19am
3 posts 0 snarkmarks Registered: Feb 25th 2007 Occupation: Student/Kendall 10 employee Location: US of A
<html><head><link rel="stylesheet" href="themes/standard.css" type="text/css"></head><body topmargin=2 leftmargin=2>To start with, I will give myself the
title of a newbie when it comes to making maps. I've attempted to make
maps in the past for other games and I have successfully made maps, but
never released them. Don't bash me too badly considering the fact that
I am currently a senior in High School.

Moving on now, I am currently trying to convert the Halo:
Combat Evolved Multiplayer Map, Derelict, to Half life 2: Deathmatch.
The reason why I am doing this is because 1. I like this map. 2. I am
working on developing my skills in Hammer.

A few notes:

-Any texture that isn't a part of the actual level will be changed
eventually (Although, I am most likely going to replace those actual
game textures with Half Life 2 textures. Due to the fact that I will
probably run into copyright infringement if I released the map with the
original textures).

-Teleporters DO work.

-there has not been any lighting added to this map.

-There are still a few additions to the level's design that have not been completed.

-I can't think of anything else that I need to mention

So, I would like to ask that no one posts replies of the nature "Screw
Halo","Don't waste your time","You suck","That map sucks", etc. etc.

Those post aren't worth my time, and if you have posted something like that, then you just wasted your own time.

Thank you.

Update: Monday, February 26, 2006

Alright, well I have limited time here considering that I am still in school and have a webpage that I need to be working on, so I will cut to the chase here.
I have more thoughts about this map. Some of them were unmention when I posted this, others I thought about last night, and the rest is from the feedback I have recieved so far.

-I will be changing/adding to the layout of the map
-Lighting is an obvious addition to the map (That was already planned)
-The setting of the map will NOT be in outerspace, Warehouse most likely, but that is still up to change
-I will start working on weapons placement once the layout is pretty much completed
-Overall, I will be making this into my own creation. Just the basic layout will remain he same.

I've decided that I want to do more than just a remake, to put it in very simple terms. I'm just hoping this doesn't backfire :grenade:

P.S. I've been looking at some stuff on level design and good layouts and stuff like that. So if anyone really cares there's going to be a lot of changes from the screenshots that you see right now.

Update: (March 18, 2007)

Christ... It's been way too long since I first posted this.... ANYWAYS...

So I've been really really busy with school, family, etc. (Yay for Calculus) And I've been making slight adjustments to the map since then.

Something is up with Snarkpit (at least from what I see) since the thumbnails aren't showing the updated screenshots.

So, the updates are:
-Began construction on a 'observation tower' in the center
-a light_environment added (for looks right now)
-developer textures replaced all other textures (texturing will begin at a later time)
-slight adjustments to the current terrain (broken bridge, broken ledge)
-MORE CHANGES SOON! ('soon' as is whenever I get some more time to work)

Which speaking of time... My spring-break is coming up soon, so there MAY be an update in the near future. ^-^

That is all.

P.S. I'm basically showing that is map is slowly (but surely) making some sort of progress)
Re: halo_derelict Posted by Stadric on Mon Feb 26th 2007 at 4:58am
Stadric
848 posts
Posted 2007-02-26 4:58am
Stadric
member
848 posts 585 snarkmarks Registered: Jun 3rd 2005 Occupation: Slacker Location: Here
The Snarkpit community is against useless comments, rest assured.

First things first, it's absolutely imperative that you add lighting, since you already know the layout of derelict, there won't be any problems with adding lights at this stage.

When you start to place your weapons, don't think you have to stay true to the weapons placement from Halo, HL2's weapons are a whole other shebang. I wouldn't recommend an rpg, or too many SLAMs.
Also change the texture of the dock. Docks are rarely tile. -Facepunch
As I Lay Dying
Re: halo_derelict Posted by RedWood on Mon Feb 26th 2007 at 5:10am
RedWood
719 posts
Posted 2007-02-26 5:10am
RedWood
member
719 posts 652 snarkmarks Registered: Sep 13th 2006
I can't imagine it transferring to well, but I could be wrong. It does have a fair amount of cover that is needed for Source games.
You may have to change the collar scheme entirely from the original in order for it to look pleasing to the eye while in the Source engine.
Are you going to go for a concrete room theme or the metal ship floating in space theme form Halo?
I looks like it?s the right size. Spacing seams to be correct. The only thing that seams off is the height of the second floor. Maybe add another 10-30 units of hight. Thats if your going for an exact copy of the original.
Re: halo_derelict Posted by Orpheus on Mon Feb 26th 2007 at 11:33am
Orpheus
13860 posts
Posted 2007-02-26 11:33am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I swear I have seen this map here 2 or 3 times already, but I cannot find them.

Perhaps if you looked them up somehow, you could get a feel for this one from them.

It looks so damned familiar. :confused:

Personally, I don't like Halo, so I cannot really judge unbiased. I do however see low frame rates in this maps future.

The best things in life, aren't things.
Re: halo_derelict Posted by reaper47 on Mon Feb 26th 2007 at 2:52pm
reaper47
2827 posts
Posted 2007-02-26 2:52pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
Frankly I don't see how much feedback is possible for a map where the main goal is to copy an existing level from another game. You might want to ask aaron_da_killa, he seems to be the Halo expert around :biggrin:

But honestly, porting maps can be painful. You have to consider completely different movement speed, weapons balance, graphics engine and theme thus a need for many custom models and textures. It won't be easy to transport the atmosphere and gameplay of the original to HL2DM. :/

The layout looks solid, though. Just use some lighting for the next release. If it looks bland don't blame gameplay for it. :wink:
Why snark works.
Re: halo_derelict Posted by FatStrings on Mon Feb 26th 2007 at 3:20pm
FatStrings
1242 posts
Posted 2007-02-26 3:20pm
1242 posts 144 snarkmarks Registered: Aug 11th 2005 Occupation: Architecture Student Location: USA
seeing as the layout of this map just shouts "boring" at me, you could always add to it and change it to make it a little more interesting, just because you are copying another map doesn't mean you have to stick exactly to plan [/2cents]
Re: halo_derelict Posted by Orpheus on Mon Feb 26th 2007 at 3:42pm
Orpheus
13860 posts
Posted 2007-02-26 3:42pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
I cannot day much. I tried to copy Doom's entryway not once, but twice.

I think to this day that I did rather well, but not as a port, just from a maps perspective.

In fact, my son and I had a blast playing my first map. I know its full of errors and issues, but with just two people it was great fun.

The best things in life, aren't things.
Re: halo_derelict Posted by reaper47 on Mon Feb 26th 2007 at 4:18pm
reaper47
2827 posts
Posted 2007-02-26 4:18pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
I want to add that I tried to port maps myself multiple times. Well, mainly "stack" from Goldeneye because playing it in 4player on the N64 was the coolest.

Besides what I mentioned before what kept me from releasing these maps (for multiple engines) was that I sooner or later found out someone had already done them. You might want to do some googling or search this site's archive before you notice you're recreating a recreation.

Also nothing can take away what you learned from building this map. So if my overly pessimistic fears turn out to be true, don't let it discourage you.

Anyway, good luck :smile:
Why snark works.