Voting Guidelines said:And the Goals for each option:
"Voting should be based on how well the maps symbolize their themes. Both options 1 and 2 will be stacked together under the same voting rules. Also keep in mind, how well crafted the maps look and if they used the Valve content creatively."
Goals said:For the complete rule set and guidelines, please visit the original rules thread to read about the specifications for the guidelines.
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- Option 1: You may build a Half-Life 2 Deathmatch level based on a theme and within the restrictions.
-OR-- Option 2: You may build a 'scenic only' level where there is only a 'walkway' or 'hallway' for the player to progress through from start to end based on a theme and within the restrictions.
Riven said:There were only 4 entries! Which was a record high! I was under the impression this was a popular website. I would have entered but 1, I suck at mapping still although your uts help a lot, and 2, I don't have HL2.
Banner courtesy of Muhnay
Entry Downloads
We had a wonderful turnout of four entries for this competition (A record high since three years ago). Each entry is totally different from the other, and each brings something interesting to the table.
Muhnay said:Someone didn't read...
Riven
Your map just crashed my game over and over, even after a reboot... I got the following error pictured below...
[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/error.jpg[/IMG]
I am holding off voting until I have seen each map though.. But I have a hard choice ahead of me, so far they were all awesome! I know that my entry would of failed big time compared to your greatness!
The problem is that you're trying to load my map up in HL2 DM, It's an EP2 level. You have to have a copy of Half-Life 2: Episode 2 in order to run it.
Download Entries said:
"Riven's - 'Machinery' - [FOR: HL2 EP2 (option 2)]"
heymaker said:Suicide? What suicide, there are no trigger hurt entities in the map.
Is that suicide by the gate supposed to be there? I couldn't get it to repeat, maybe it's a fire-once trigger_hurt?
heymaker said:Well I didn't change much of the prop behaviors. Some objects that are normally physics objects where made static, particularly in that hallway/rooms bit with the lockers and the couch. That was done to prevent them from blocking the pathway.
I was a little perplexed at your choice of prop behavior
Muhnay said:The door is simply a prop_door_rotating with the start locked flag enabled
I demand a tut on how to do the door lock jiggle thing with the model handel!
Muhnay said:It wasn't a 3D Skybox as we weren't allowed to have these in the comp, but thanks
Oh and your 3DSkyBox was superb!
Muhnay said:That's because this map is supposed to be played in team deathmatch mode, the entity you spawned from is an info_player_start and I placed it in an awkward position on purpose :P.
the Player start is missing the grate texture on top
Natus said:I 100% agree with you!, I was really unhappy with those spaces, there wasn't enough space and the walls where too chunky.
one thing that annoyed me a tad bit was that the hallway and the rooms seemed a bit too small and claustrophobic
Riven said:I have HL2 EP2, For you're rude behaivor I should just tell you where to stick it. Maybe you should of labeled your entry to tell us that is what it was for. So Smarty Pants what do we load your map up in?
Muhnay said:Someone didn't read...
Riven
Your map just crashed my game over and over, even after a reboot... I got the following error pictured below...
[IMG]http://i26.photobucket.com/albums/c149/MuhnayShot/Mapping/error.jpg[/IMG]
I am holding off voting until I have seen each map though.. But I have a hard choice ahead of me, so far they were all awesome! I know that my entry would of failed big time compared to your greatness!The problem is that you're trying to load my map up in HL2 DM, It's an EP2 level. You have to have a copy of Half-Life 2: Episode 2 in order to run it.
Download Entries said:
"Riven's - 'Machinery' - [FOR: HL2 EP2 (option 2)]"
Muhnay said:EEK! -Sorry, I didn't intend to be rude whatsoever. I apologize for the misconception and only meant to help. Did it work for you after all though?
"I have HL2 EP2, For you're rude behaivor I should just tell you where to stick it. Maybe you should of labeled your entry to tell us that is what it was for."
The only problem was the open portals that should of been closed off by a door, or a wall with a texture that gave a clue it was to be a link to another areaAs for that, I thought I was following the rules cause it said:
Your entrances and exits could be a door, or a whole wall, but they need to be indicated by placing a single 'skybox' or 'nodraw' texture within a 'frame' of some sort to make it apparent there is a door there that leads nowhereI must have taken it a bit too literally.
Your ambient sound was a bit off, you had loud rain/water sounds for very faint drops of water and a weird sort of pulsing sound. What was with the rain anyway, was there a leak in then roof?My apparent lack of knowledge with the source engine caused the bad sound effects, i wanted to fix them but didn't have the time before the deadline, i didn't know about the comp until half-way through!! The water is just rain, coming from the pipes perched on the ceiling. I also wanted to make the catwalk an active part of the map but i had no luck getting the ladder to look right so I left it as it was as static architecture.
ReNo said:
Well done lads, will take a look at these this evening and share my thoughts
hlife_hotdog said:-No, You did it right. That's what I had in mind when I typed that up. I suppose it does make it look weird though, but I did that so when time came to assemble the maps together, we'd know for sure which entrances and exits to use because they would be clearly marked. The maps that actually built a door with a door texture are easy enough to decipher, but you can never be sure what might be there for detail only.
"I thought I was following the rules"Your entrances and exits could be a door, or a whole wall, but they need to be indicated by placing a single 'skybox' or 'nodraw' texture within a 'frame' of some sort to make it apparent there is a door there that leads nowhereI must have taken it a bit too literally."
hlife_hotdog said:I plan to add it to the compilation regardless. I figured from the beginning there might be some problems with it, because there are so many named entities. Especially the Pistons and train wheels. Those are actually physically simulated via an entity called: phys_hinge. I tried to 'simulate' it with func_rotators but it did not work very well. Basically, I'm not sure if it will run smoothly in HL2DM. Because of the named entities alone, the map blew-up to over 8mgs! I suppose Source keeps the calculations pre-calculated within the .bsp file so that it cuts down on server stress. So I hope the entities don't cause any harm, but we'll just have to see!
"I'm a bit worried though that you won't be able to use it in HLDM as it's an EP2 map??? Will it still be compatible cause i would like to see this map in the end collaboration map."
RedWood said:What, again?!
and your stairs were to big again

RedWood said:Goodnight :D.
Grate job all. I'll talk more tomorrow. Im going to bed.
Muhnay said:What you have to do to view Riven's entry is:
I still not have been able to get Rivens to work. =(
Redwood said:Ah, sorry about that. That makes way more sense, good map though
You misunderstood me though. I only worked on my map 5 more hours after i had my computer reassembled.