Battle_Creek

Battle_Creek

Re: Battle_Creek Posted by omegaslayer on Sat Jan 1st 2005 at 12:55am
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OMG where to begin........ NO!!! Although it looks good, i must say NO!!
Re: Battle_Creek Posted by Junkyard God on Sat Jan 1st 2005 at 1:00am
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Since it's based on a halo map NO!!! otherwise it would be a good css map, hl2dm needs bigger map i think looks fairly good, , but c'mon...HALO :/ = evil, worse that carve!
Re: Battle_Creek Posted by Mouse on Sat Jan 1st 2005 at 3:52am
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Are you people seriously such fanboys that you're judging the map because of the game it's based off of? This was a pretty good Halo map, It might not be too bad in HL2 because of HL2's slower gameplay.

Looks a little harshly lit to me, though.

And don't let these fanboys get you down.
Re: Battle_Creek Posted by habboi on Sat Jan 1st 2005 at 1:02pm
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Yeah and its his first MAP! so be nice to him
Re: Battle_Creek Posted by Orpheus on Sat Jan 1st 2005 at 1:34pm
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I say this repeatedly, but it seems to fall on deaf ears.
do not release this until you acquire some sort of valid feedback, not just posting a few pictures.

i see potential in this maps author, but also see where he can improve dramatically as well. the map looks fine to me as a first release, as long as its not released without feedback.

post a link to what you have in the "MAPS" forums before you reach 100% or you will lose a lot of valuable input.

/ 2 cents.
Re: Battle_Creek Posted by Guessmyname on Sat Jan 1st 2005 at 2:39pm
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It looks good!
T'was my favourite Halo map too
Re: Battle_Creek Posted by Random on Sat Jan 1st 2005 at 4:29pm
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Screenshots look good keep working on it, I'm interested to try it.
Re: Battle_Creek Posted by satchmo on Sat Jan 1st 2005 at 4:56pm
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Looks reasonable, but the lighting could improve (modify the light_environment setting to make the outside lighting more interesting.

The pile of leaves right under each tree looks somehow strange and unnatural. Scatter the leaves more.

The appearance of the arch over the water could use some cosmetic enhancement. It's somehow too "skinny" to me.

But overall, very good for a first-timer.
Re: Battle_Creek Posted by SparkyX on Sun Jan 2nd 2005 at 5:30pm
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Great! This is one of my favourite maps in Halo! But, you need to work more on lightning though. By the way, why can't he release a map based on a Halo map? That's why I hate fanboys. (I'm not a Half-Life 2 fanboy)
Re: Battle_Creek Posted by rs6 on Sun Jan 2nd 2005 at 8:13pm
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This is a BETA release. pleas test it for me. If there is anything that you don't like or something needs to be fixed tell me.

Known issues i don't know how to fix:

1.Lines in the sky box.

2. Lighting issues on the ramps leading to the overwatch things.

The downloadable link is too big to fit in the map screen so here it is:

http://209.245.59.181/Gimme/55351964/55805488/47435405/E77C669A-39C4-4A81-82D0-A06457527962/0.119423/2/battle_creek_beta.zip
Re: Battle_Creek Posted by Orpheus on Sun Jan 2nd 2005 at 8:37pm
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please fix your post/reply

use the BBCodes for their intended purpose. [ url=link address] name [/url ]

put the url address in the "link address" spot, and the name between the ]battle_creek[

be sure to NOT include the spaces
Re: Battle_Creek Posted by Guessmyname on Sun Jan 2nd 2005 at 9:07pm
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Oaky Dokey...

1. Fix the damn post: I though Snarkpit was having issues when I first saw it.

2. Change the rocks a bit - they look really pointy and ugly

3. Use a displacement for the grassy bit - that also looks ugly!

4. Expand your skybox if you're going to put an RPG in! With skyboxes
when a bullet (or rocket) hits it it just dissapears - you know, "gone
away into the distance!" But if its too close (and it is) you see a big
rocket fly then suddenly dissapears it just looks wrong

5. Theres something dodgy about your cliff ramps - the texture keeps
turning black! Have a search through the Snarkpit forums and see if you
can find a fix - you might be using a model texture - they cause theese
kind of issues

EDIT: The ingame console says this: hit surface has no samples. I do
however remember reading that that has something to do with grass
sprites.

6. Its insanely hard to get out of the river in the middle, and in the
real Battlecreek it wasn't that deep, infact it was fairy shallow, to
the point where crouching didn't get you underwater

7. Its a little bright too

8. Use cubemaps at the base doors - the suddenly red, suddenly normal looks a little wierd

9. You might want to change the teleporters a bit

10. Holy crap, holey cliffs!

http://img123.exs.cx/my.php?loc=img123&image=holey5tq.jpg

11. You've got some decal issues here. Also look at the lighting in the top right corner!

http://img44.exs.cx/my.php?loc=img44&image=overlays0wl.jpg

12. Another cudemap needed:

http://img155.exs.cx/my.php?loc=img155&image=lighting4eb.jpg

Good Stuff:

1 I like the blood on the walls in the bases!

2 And the floaty blue barrel things in the water

3 The way the shotgun is hidden underwater - for a while I thought
you'd added shotgun shells but no shotgun (the shotgun ammo floats by
the way)

4 I didn't spot lines in your skybox so that isn't a problem!

And how the hell did you make those rocks? I can't figure out how to make hem diplacements, did you use the triangle method?
Re: Battle_Creek Posted by Orpheus on Sun Jan 2nd 2005 at 9:29pm
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i gotta ask, cause this is driving me nuts, how the hell can someone possibly create a 2 inch square screenshot and be almost 200 k?

that has GOT to be by DESIGN not accidental.

a screenshot that small couldn't possibly be over 10 or 11k.

can someone whom is not a damned admin please explain this to me????????
Re: Battle_Creek Posted by Guessmyname on Sun Jan 2nd 2005 at 9:31pm
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I'm using pngs because someone told me they were small! Hang on, i'll convert them to jpegs instead - sorry Orph

EDIT: Okay, done. How's that?
Re: Battle_Creek Posted by Orpheus on Sun Jan 2nd 2005 at 9:43pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Guessmyname</DIV>
<DIV class=quotetext>I'm using pngs because someone told me they were small! Hang on, i'll convert them to jpegs instead - sorry Orph

EDIT: Okay, done. How's that?
</DIV></DIV>

dude, i no longer care that they "are" being posted, what i want to know is "why"?

why would anyone even bother? how would someone justify it?

i am not taking this out on you personally, this seems to be some sort of plague phenomenon or something.

it takes about 1.5 seconds to optimize any screenshot with XAT, and depending on bandwidth 5 to 20 seconds to upload. it would take upwards of a full minute to upload a 200-600k screen.
what i wanna know is, why? its already painfully obvious it is happening with frightening frequency.
Re: Battle_Creek Posted by Guessmyname on Sun Jan 2nd 2005 at 9:47pm
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Orph the biggest size out of those pics is 33.4 kb, so they should not take too long...

I also don't quite understand what you're saying - justify what? Posting pics that show where the damage is?

PS. If it sounds like I'm trying to argue / have a go at you I'm not
Re: Battle_Creek Posted by Orpheus on Sun Jan 2nd 2005 at 10:01pm
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<DIV class=quote>
<DIV class=quotetitle>? quoting Guessmyname</DIV>
<DIV class=quotetext>PS. If it sounds like I'm trying to argue / have a go at you I'm not
</DIV></DIV>
ditto, this is pointed at all the new members whom cannot seem to upload fair minded screens.. not you, you fixed yours already.
Re: Battle_Creek Posted by Guessmyname on Sun Jan 2nd 2005 at 10:04pm
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Thanks. I'll kill the berk who said pngs were the smallest...
Re: Battle_Creek Posted by rs6 on Mon Jan 3rd 2005 at 2:57am
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thanks for the help guess my name, ill get right on it.

As for the post...sry about that...its my damn free webhoster with such a long url. The post is so distorted the edit button doesn't even show up. AS for the webhost im trying to let a friend letme have some space.

BTW the rocks in the middle of the map are models from teh wasteland file in the all the HL2 models
Re: Battle_Creek Posted by Orpheus on Mon Jan 3rd 2005 at 3:02am
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if your site host allows external linking, just follow my directions and fix the error.

i tried to be specific, but can walk you through it again if you need it.
Re: Battle_Creek Posted by Leperous on Mon Jan 3rd 2005 at 11:29am
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/offtopic: PNGs are sometimes the smallest- often for text logos and the like- but definitely not for large images (JPGs are still king)
Re: Battle_Creek Posted by Orpheus on Mon Jan 3rd 2005 at 11:38am
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<DIV class=quote>
<DIV class=quotetitle>? quoting Leperous</DIV>
<DIV class=quotetext>/offtopic: </DIV></DIV>

it is early, and sometimes i am easily amused, i wonder if this is just coincidence considering the subject matter? :lol:
please excuse my poor sense of humor.
Re: Battle_Creek Posted by rs6 on Sat Jan 8th 2005 at 2:27am
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I fixed up some of the problems mentioned before, well, here it is:

here

Please give me some feedback.
Re: Battle_Creek Posted by Joe-Bob on Sat Jan 8th 2005 at 4:37am
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I don't have Halo in front of me, but I seem to remember a lot more
detail. Even if there wasn't, I think you could afford to make
the map a little hilly... the map would probably benefit from the bases
being placed higher than the river in the center.

I like where you were going with those throwable rocks. A few
more prop_physboxes would go a long way in showing of HL2DM's fun
physics gameplay.

The only serious problem I see is players camping those base
roofs. You placed a nice amount of health and armor, and that EMP
Rifle with 3 energy balls. That's just overkill, someone could
knock away those dumpsters and have a nice 20-kill spree before anyone
could do anything whatsoever.

Last, I think that this map could benefit from this tutorial on improved teamplay:

http://www.snarkpit.com/editing.php?page=tutorials&game=HL2&id=149

It has a few problems, so if the author doesn't update it by the time
you look at it, please PM me and I'll send you a VMF that uses his very
creative technique properly (allowing for normal HL2DM, not just
teamplay).
Re: Battle_Creek Posted by Mouse on Sat Jan 8th 2005 at 5:18am
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I am holding out high hopes for this map because I used to thrash my buddy who had XBox on it for hours.

Few things from the screenshots:

The lighting is way too bland and bright. The original Halo map
had a much more ambient light mood, kind of a grayish-greenish glow to
it that made it attractive (for a map, I guess). It also was not
that blindingly white.

You could do something real cool with a 3d Skybox where you have a
bunch of cliffs that stretch very high. Think outside the box a
little, both literally and figurativly.

On that note, the arcitecture on the buildings is not very
appealing. I can't remember what the buildings looked like in
Halo, exactly, but you should sit in front of that game and really try
and copy them detail for detail. And if they still look awkward,
then expirement a little bit, improve rather than re-create. Add
trims, outer support beams, windows, etc etc.

The river in the original map was sort of curved, looked more like a river than a ditch. Your river looks like a ditch.

The rocks in the middle should be spread out a little bit more.

You said you were new to mapping, on first maps these sort of details
can be really tough to wrap your head around. I'm definitly
hoping that you are capable of pulling this map off, it is a fairly
simple map in size but you need to recapture the feeling, too.
This map was a GREAT duel map for Halo, simple as it is. And make
sure you keep those teleporters in there because that was essential to
the flow (they might be in there but I haven't actually played it yet).

I'll d/l the beta and test it out when I have time.
Re: Battle_Creek Posted by Myrk- on Sat Jan 8th 2005 at 11:45am
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Just needs more detail in general, from better lighting to some plants and grass and trims.
Re: Battle_Creek Posted by habboi on Sat Jan 8th 2005 at 10:17pm
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Your map looks quite good and it would be cool if you could apply your outdoor talent on another map afterwards to make a super outdoor map!
Re: Battle_Creek Posted by rs6 on Sat Jan 8th 2005 at 10:40pm
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on thing i tryed doing for this beta version was displacements on the ground. They looked good in Hammer but when compiled and loaded they would look good excpet on the edges, For some reaon it looked terrible on the edges of all the diplacements, It was really dark where ever a displacement on the gournd ended. So i took them out.

im gonna load up halo tonight and a wlak through this map and try to add some more detail to mine.

there are teleports in this map.

some more props_physics_mulitplayer would be a good idea probly, along with taking away some of the ammo on top of the bases.

Idk know about the teamplay thing, maybe ill put it in.

EDIT* i looked at the map in halo and halo 2 and i need a lot more detail on the bases; i hate my self now for making them look so crappy im gonna have to redo them.
Re: Battle_Creek Posted by rs6 on Mon Jan 10th 2005 at 2:49am
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I added some small stuff.

I in the process of redoing the bases too. I pretty much finished the blue base and am starting on teh red one. THey are a lot less plain now.
Re: Battle_Creek Posted by rs6 on Sat Jan 15th 2005 at 4:17am
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This is Beta version 3. It has the most changes out of the two betas before it so far.

1. skybox and env_lighting changed
2. bases redesigned
3. ground diplacements
4. grass sprites on ground
5. retexturing of ground and stream.
6. added pillar under arch
7. small fixes

Any problems please tell me.
Re: Battle_Creek Posted by Myrk- on Sat Jan 15th 2005 at 7:07pm
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How do you get the grass sprites on the ground? I remember reading it a while back...
Re: Battle_Creek Posted by rs6 on Sat Jan 15th 2005 at 10:00pm
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It does it atomatically in the compile if you make a diplacement with texture that supports the grass sprites. Then in the detail.vbsp can chagne the amount i think.

this helps
Re: Battle_Creek Posted by LittleGetty on Sat Jan 22nd 2005 at 2:04am
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Looks cool, man. It'll be fun to play
Re: Battle_Creek Posted by rs6 on Mon Feb 14th 2005 at 12:43am
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IT is complete, check it out, and add it to server list if possible.

Changes from last beta:
-Added sound scape and an ambient generic to give the map some sound atomoshpere.
-minor details
Re: Battle_Creek Posted by rs6 on Mon Feb 14th 2005 at 12:44am
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It is finished.

Changes from last beta:
-Added sound scape and an ambient generic to give the map some sound atomoshpere.
-minor details
Re: Battle_Creek Posted by Myrk- on Mon Feb 14th 2005 at 1:17am
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On the note of Halo, did they ever release a map editor for it like they said they would?
Re: Battle_Creek Posted by mazemaster on Mon Feb 14th 2005 at 3:24am
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.png owns.
Re: Battle_Creek Posted by ReNo on Mon Feb 14th 2005 at 3:43am
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Yeah I believe they did, in fact I think Gearbox released a standalone
Halo version with tweaks and additions that Bungie didn't sanction but
I could be wrong.
Re: Battle_Creek Posted by parakeet on Wed Feb 16th 2005 at 11:23pm
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Habboi on 1st Jan 2005
Yeah and its his first MAP! so be nice to him
ahem If we have to be esp. nice to a first map whats the point ,why not take time to make a good one , make 30 or so practice maps and then release one Someday. my opinion , maybe im wrong , ive never released a map. The map is kinda 1000 % based on the halo one... if im am correct thats supposed to be shunned in the art world. and if im right again this is the art world. again my opinion The lights are too extreme blue , and extreme red. Nice try for a practice map , Good luck in the future . Personnally i would have kept this one to myself
Re: Battle_Creek Posted by Rambo_6 on Tue May 24th 2005 at 12:28am
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Don't hate the map just because it is from Halo, guys. (fanboys are fagboys ;] )

I personally don't like the idea because it is from Halo, but because i know for a fact Battle creek is a cramped up, over-vegetated map by Bungie. you should have replicated blood gulch, or something less smushed together. Well done from what i see, though.
Re: Battle_Creek Posted by swej on Mon May 30th 2005 at 3:52pm
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This map is terrible for what they portrayed battle creek to be. The map is well made and would be good if it were original and not a copy. Before I found this map, I actually started 'Beaver Creek' which is battle creek, but in Halo 2. The author of this map built his two bases inaccurately, and he added dumpsters and trash. It is a very unattractive map. But excellent with the displacement.
Re: Battle_Creek Posted by Guessmyname on Thu Jun 2nd 2005 at 11:00am
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Meh, I like it. Though you can grav-gun the dumpsters away and make it impossible to get on the roof
Re: Battle_Creek Posted by Cyax on Wed Aug 3rd 2005 at 5:08am
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Looks cool but the copy of Halo isn't too cool...
Re: Battle_Creek Posted by Captain_Cornholio on Fri Dec 23rd 2005 at 5:18am
Posted 2005-12-23 5:18am
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Looks good though on how accurate it is for sure I will have to play it. However there is one problem with converting Halo maps to Half Life 2 maps: the hieght the player jumps. In Halo players can jump very high, and even bring their legs up to gain even more distance. Since in Half-Life 2 you cant jump nearly as high some of the fast pace from jumping from one place to another is taken away, however I cant say fro sure because mayby you might have scaled it for that reason.
Re: Battle_Creek Posted by majormapping.nl on Tue Jan 3rd 2006 at 12:53pm
Posted 2006-01-03 12:53pm
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DAMN THIS MAP SUCKS! THE GAMEPLAY SUCKS AND THE BRUSH WORK LOOKS TERRIBLE!
Re: Battle_Creek Posted by Andrei on Tue Jan 3rd 2006 at 3:02pm
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The only thing revenge will bring you is a ban and a bad reputation, you douche.
Re: Battle_Creek Posted by Paladin[NL] on Tue Jan 3rd 2006 at 5:53pm
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Hear, Hear!
Re: Battle_Creek Posted by smerf on Wed Mar 14th 2007 at 2:30pm
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If I'm not mistaken, isn't the name of it beaver creek not battle creek. Maybe it was called something different in the first halo, i never really got into number 1. Other than that, as easy as the program is to use its still hard to get things right such as size and stuff. Keep working on this map and Polish it up a little bit. good map tho
Re: Battle_Creek Posted by ChrisInVT on Sat Dec 8th 2007 at 8:04pm
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I've never played Halo - so I could care less about all the people whining how it isn't perfect and blah blah blah... Why don't you stop your complaining and just go play Halo and not this map?

As for it's playability in HL2DM, I have to say this was a very fun map to play. I have it setup on one of my dedicated servers and it's got good feedback.