Dm_mosaic1_beta

Dm_mosaic1_beta

Re: Dm_mosaic1_beta Posted by DrGlass on Mon May 23rd 2005 at 2:31pm
DrGlass
1825 posts
Posted 2005-05-23 2:31pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Note: this is not MY map. This is a map made up of areas made by other mappers.

This resource will be used for those mappers to update their areas (if
they choose to). Please try to give the area name when you point
out an porblems you may find.

screen shots can be found here

area 10 pic here

thanks for the support everyone.

The progress of Mosaic 1

User posted image
Re: Dm_mosaic1_beta Posted by Orpheus on Mon May 23rd 2005 at 2:48pm
Orpheus
13860 posts
Posted 2005-05-23 2:48pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Nice to see it a sticky.. I wish you could have seen my original thread "I would like"

It was the most massive thread here for a very long time. Sadly it was lost to V3. :cry:

BTW, you need name plates. The areas were indistinct as far as knowing who built what.

The best things in life, aren't things.
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Mon May 23rd 2005 at 3:01pm
Posted 2005-05-23 3:01pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I agree with the nameplate idea. Would be nice to know who did what as you're around from section to section.
Re: Dm_mosaic1_beta Posted by G4MER on Mon May 23rd 2005 at 3:32pm
G4MER
2460 posts
Posted 2005-05-23 3:32pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
How would you do name plates? Custom Texture, or what?
Re: Dm_mosaic1_beta Posted by Madedog on Mon May 23rd 2005 at 3:38pm
Madedog
487 posts
Posted 2005-05-23 3:38pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Probably custom texture yeah... would be cool, though... Cool, anyway. A bit boxy though... but nice :smile:
HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee
Re: Dm_mosaic1_beta Posted by habboi on Mon May 23rd 2005 at 3:53pm
habboi
782 posts
Posted 2005-05-23 3:53pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
The max amount of custom textures was 10??
It makes sense then to have a texture with our names on it and perhaps how popular the part is :wink:

I liked the combine one and Dr Glass the tunnel with the health could not be reached with the grav gun :S
Re: Dm_mosaic1_beta Posted by Madedog on Mon May 23rd 2005 at 3:59pm
Madedog
487 posts
Posted 2005-05-23 3:59pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
Yeah, I was wondering, why Dr. Glass's area's healtkits couldn't be
reached with gravity gun... Is that a bug or it has to be like that?

Btw, habboi, the combine one is mine :smile: So I'll take that as a compliment.
HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee
Re: Dm_mosaic1_beta Posted by habboi on Mon May 23rd 2005 at 4:09pm
habboi
782 posts
Posted 2005-05-23 4:09pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Madedog, which one did you like???
and where is the snow one???
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Mon May 23rd 2005 at 4:17pm
Posted 2005-05-23 4:17pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I'm sure CJ's is coming soon, he hasn't finished work on it as far as I know.
Re: Dm_mosaic1_beta Posted by DrGlass on Mon May 23rd 2005 at 4:29pm
DrGlass
1825 posts
Posted 2005-05-23 4:29pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
yeah, you cant get the health. It just temps you untill your get killed.

In the next installment I'm going to make each section a decal so you can place it where ever you want.
Re: Dm_mosaic1_beta Posted by Madedog on Mon May 23rd 2005 at 5:10pm
Madedog
487 posts
Posted 2005-05-23 5:10pm
Madedog
member
487 posts 128 snarkmarks Registered: Jan 5th 2005 Occupation: Level Designer Location: Estonia
I, personally, enjoyed your one, habboi, Area2. You had a cool solution
to this... a bit of displacements, and a cool figure :biggrin: And,
nevertheless, the combine ball-feeder (how the hell is it called...
:lol: )

But also the corridor, i don't know who made it though :sad: It was kinda
cool :smile: (i suspect addicted to morphine had something to do with it...)
HL2 tutorials 'n' stuff: http://madedog.pri.ee
217.159.236.34:27050 - CSS Server - Clean | koffer.ee
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Mon May 23rd 2005 at 5:48pm
Posted 2005-05-23 5:48pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks man. It's way too linear right now (hence... the corridor) but I'm trying to fix that problem.
Re: Dm_mosaic1_beta Posted by habboi on Mon May 23rd 2005 at 9:41pm
habboi
782 posts
Posted 2005-05-23 9:41pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
So far I like the atmosphere but what is the purpose of that door that makes the player say join this site.

I noticed cheap water :razz:

and a few brushes mixing but it was great!
Re: Dm_mosaic1_beta Posted by DrGlass on Mon May 23rd 2005 at 10:31pm
DrGlass
1825 posts
Posted 2005-05-23 10:31pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
So far I like the atmosphere but what is the purpose of that door that makes the player say join this site.

I noticed cheap water :razz:

and a few brushes mixing but it was great!
I wanted a way to advertise for the mosaic! Get more people intrested.

Oh and btw I have forums up on my site.

simple little phpBB but it works.
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Tue May 24th 2005 at 5:57am
Posted 2005-05-24 5:57am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I had to do cheap water because the expensive water was giving me
problems (having 2 bits of water at different heights within sight of
each other). And as for mixing brushes, where exactly were they
so I can fix them?

I've already made some changes. I added a door the make my area a
Circle instead of a singly squiggly line. And I've attempted to
break up the boring ceiling by adding a skylight. I also changed
the light color to an orange... although it seems too orange at the moment, but I'll tweak it depending on feedback. What do you think of these changes so far?

User posted image

User posted image

Having added the skylight it seems the metal trusses/girder things
look out of place. I liked them, but I may have to cut them out.

I tried adding spot_lights but the map became way too dark and I
couldn't think of a reasonable way to light it up again. And then
I tried point_spotlights but then the broken wall model was lit all
funny. So I just kept the light sources normal lights. If
anyone has tips on how to make use of spot_lights I would appreciate
it. They did look sexy, but everything was too dark.
Re: Dm_mosaic1_beta Posted by Crono on Tue May 24th 2005 at 6:41am
Crono
6628 posts
Posted 2005-05-24 6:41am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Try doing the spot lights in addition to normal lighting and lower the brightness of the normal lights.

The trusses look fine. The only thing that looks weird is their intersection with the wall.

Also, for the lighting. I would suggest using spot lights. But bright ones with large angles. There's the hanging lights and those huge skylights. There should be enough light.

Right now the lighting looks weird because those hanging lights look like they're illuminating upwards mostly. Some sort of beam like light (not actually though) for the skylights would be nice.

I'm just rambling though.
Blame it on Microsoft, God does.
Re: Dm_mosaic1_beta Posted by DrGlass on Tue May 24th 2005 at 8:35am
DrGlass
1825 posts
Posted 2005-05-24 8:35am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
set your spotllight to constant 500000 (this removes the inner angle so
you dont get a crazy bright spot at the source) Liniar 1 quadratic 1
(not sure what it all does)

large outer angle and then your good to go.

and I like the truss too.
Re: Dm_mosaic1_beta Posted by Trapt on Tue May 24th 2005 at 9:04am
Trapt
99 posts
Posted 2005-05-24 9:04am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Well. Honestly, it was disappointing. Perhaps I was expecting too much. Hopefully the completed version will be better.

A screen crit can be found here. Some people might think it is harsh, but I've had a people agree with me on most points.

If you are offended or whatever, just email me.

I really liked your area in the beta, Addicted to Morphine, and the new improvements look great.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by habboi on Tue May 24th 2005 at 9:43am
habboi
782 posts
Posted 2005-05-24 9:43am
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I read it and thought it was very fair and extremely right!

So I wanted to remake mine and Trapt I didn't realise how small the room I chose was :S

Anyway I want to scrap my area and restart it!

I've been working on this graveyard map for the Nightfall mod team and
I will take bits out of that because that has far better architecture
than that piece of s**t I made in half an hour :razz:

Pics are here:

www.websamba.com/habboi/graveyard.zip

I think honestly that this map is better and I will start converting later on when I have free time!

At least I enjoyed the beta and does anyone wan't to have a few rounds because it's more fun with other people!
Re: Dm_mosaic1_beta Posted by Trapt on Tue May 24th 2005 at 10:07am
Trapt
99 posts
Posted 2005-05-24 10:07am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
I'd like to have a game, but I can't host for some odd reason. We need to organise a time or something.

[edit] Just took a look at your screenshots, habboi. I must admit, it looks very nice. It will be a problem though. Your map appears to be huge. How are you going to put it in your little area? The second problem I can think of is the sky and light_env colour. Remember, we have to have only one for the whole map. Which means, in order for you to have your graveyard, all outside areas of the map will be in darkness. Have a little think tabout it.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by DrGlass on Tue May 24th 2005 at 10:46am
DrGlass
1825 posts
Posted 2005-05-24 10:46am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Thanks trapt for the review, I've posted some stuff on the forums about
it. here

It will be hard to get a play test with all of us due to the extream
time diffrence, I'll talk with reno though, I think he put it on the SP
server already.
Re: Dm_mosaic1_beta Posted by Trapt on Tue May 24th 2005 at 10:59am
Trapt
99 posts
Posted 2005-05-24 10:59am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
We should be able to get a playtest on the weekend. If everyone is home on the weekend, time is no longer such a factor.

We could try and organise something on Sunday perhaps? I'll be out on Saturday, but I should be back in the evening (a bit late for you Yanks though.)
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by habboi on Tue May 24th 2005 at 11:04am
habboi
782 posts
Posted 2005-05-24 11:04am
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Thanks for the comment Trapt and I realised all of the above but my aim was to take the best bits out of it and make a better version...
Hopefully it will look nice in daytime :S
Re: Dm_mosaic1_beta Posted by DrGlass on Tue May 24th 2005 at 11:15am
DrGlass
1825 posts
Posted 2005-05-24 11:15am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Thanks for the comment Trapt and I realised all of the above but
my aim was to take the best bits out of it and make a better version...
Hopefully it will look nice in daytime :S
you could always fake a night sky with black texture. you also may find that you have the only out doors map...
Re: Dm_mosaic1_beta Posted by Trapt on Tue May 24th 2005 at 11:22am
Trapt
99 posts
Posted 2005-05-24 11:22am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
I don't think it'll have quite the same affect if it's day time. Unfortunate, you seem to have done a good job with the atmosphere.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by ReNo on Tue May 24th 2005 at 2:32pm
ReNo
5457 posts
Posted 2005-05-24 2:32pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think Trapt covered good points, I hope the authors of the areas take
them on board (and it seems they have, ATM had already sorted most of
them, and I think Habboi is wise to give it another shot).

Here are a couple of shots of the area I'm working on, area 3. Still
got quite a lot of work to do on it, might have a crack at some more
today.

User posted image

User posted image

In those shots the 2 outside blue light_spots weren't working for some
reason (anybody else get things like that happening ALL the time in
source?), so the area is a bit brighter normally...for better or worse.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Tue May 24th 2005 at 3:00pm
Posted 2005-05-24 3:00pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Thanks a lot for the comments and the advice about the lights, I'm
running late but I'll be back later to talk more in depth about the
mosaic and I'll try to do some crits as well. Hopefully you can
get something helpful for you section Trapt, after you offered a lot of
good criticism.
Re: Dm_mosaic1_beta Posted by habboi on Tue May 24th 2005 at 4:11pm
habboi
782 posts
Posted 2005-05-24 4:11pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
I like the atmosphere Reno and the arches are grand!
What lies beyond the darkness :smile:
Re: Dm_mosaic1_beta Posted by G4MER on Tue May 24th 2005 at 5:13pm
G4MER
2460 posts
Posted 2005-05-24 5:13pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
A little trick I do with lights, is build a box in the shape of the light I want cast on the ground. It blocks light and keeps it in the box only.. then place a bright light in it. I did this with great effect in my lasertag map.

You could place a normal light in the room in a couple places above the lamps your using to illuminate the room, and then have the spots under your hanging lamps for the added spot light. You couls also use the prop light effects from de_traing to make the sky lights look like they are casting light though them.

Just some ideas.

Oh and leave the trusses, they look good.

<DIV class=abouttext>Message submitted 1 minutes after original post:</B></DIV>
RENO.. OH My GOD, I bow down before your greatness.. thats very nice man, very nice indeed. Reno how did you get them small prop lights to work so nice?
Re: Dm_mosaic1_beta Posted by ReNo on Tue May 24th 2005 at 7:04pm
ReNo
5457 posts
Posted 2005-05-24 7:04pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Thanks mate, glad you like it :smile: Not been working on it the past couple
of days - I've got an idea on the layout I want to have but I'm not
sure the best way to build it up interestingly.

What do you mean by getting the light props to work so nice? They are
just one of the standard prop_wasteland lights with a light entity a
bit of distance in front of them, and a light_glow to give them some
added intensity.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Tue May 24th 2005 at 9:09pm
Posted 2005-05-24 9:09pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Does anyone know a good visual effect for perhaps getting streaming
light through the skylight? I'm not too worried about the actual
lighting, just the appearance of light streaming through.
Re: Dm_mosaic1_beta Posted by G4MER on Tue May 24th 2005 at 9:11pm
G4MER
2460 posts
Posted 2005-05-24 9:11pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
<DIV class=quote>
<DIV class=quotetitle>? quoting ReNo</DIV>
<DIV class=quotetext>Thanks mate, glad you like it :smile: Not been working on it the past couple of days - I've got an idea on the layout I want to have but I'm not sure the best way to build it up interestingly.

What do you mean by getting the light props to work so nice? They are just one of the standard prop_wasteland lights with a light entity a bit of distance in front of them, and a light_glow to give them some added intensity.</DIV></DIV>

Light Glow, how do I do that? Thats the effect of the light shinning out from the light right? What we used to do in HL1 with a texture?

Hey Can I make a small section for this? this is HL2DM right?
Re: Dm_mosaic1_beta Posted by ReNo on Tue May 24th 2005 at 9:52pm
ReNo
5457 posts
Posted 2005-05-24 9:52pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
The entity is an "env_lightglow" actually, I wrote it wrong. Its
basically the same as the old "env_glow" entity, that renders a sprite
but it changes in size and brightness as the player gets closer or
further away.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Dm_mosaic1_beta Posted by G4MER on Tue May 24th 2005 at 10:43pm
G4MER
2460 posts
Posted 2005-05-24 10:43pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Oh ok.. I heard there was a built in thing in Lights now that would do the light glow.. like we used to do with a texture. You know it would fade from Bright Yellow to black/clear, to give the effect of the light shinning out, like it does on the cool little lights you have in your pictures Reno.
Re: Dm_mosaic1_beta Posted by ReNo on Tue May 24th 2005 at 11:09pm
ReNo
5457 posts
Posted 2005-05-24 11:09pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Ooooooh the other lights, I get you now. Yeah thats the "point_spotlight" entity very neat little entity that :smile:

I spent a bit of time tonight sprucing up the interior style, since before it was just really dull...

User posted image
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: Dm_mosaic1_beta Posted by DrGlass on Tue May 24th 2005 at 11:27pm
DrGlass
1825 posts
Posted 2005-05-24 11:27pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
looking very nice.

AtM, there is a model in the effects folder that makes a beam of light. Just turn off collision and shadows and place it.
Re: Dm_mosaic1_beta Posted by Trapt on Wed May 25th 2005 at 6:05am
Trapt
99 posts
Posted 2005-05-25 6:05am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Looks very nice, ReNo.
Addicted to Morphine said:
Does anyone know a good visual effect for perhaps getting streaming light through the skylight? I'm not too worried about the actual lighting, just the appearance of light streaming through.
I think there is a model - effects/vol_light mdl I think it's called - which basically gives the effect of sunlight. I think you should test it out on your skylight to see how it looks.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Wed May 25th 2005 at 6:10am
Posted 2005-05-25 6:10am
3012 posts 529 snarkmarks Registered: Feb 15th 2005
I changed my spot_lights as per Doc's suggestions, and I'm halfway happy with the results.

User posted image

I like the way the light_spots look in this section, but overall its
way too dark. How can I subtly brighten up the area while keeping
the appearance that the light is only coming from those wall mounts?

User posted image

Same with this area, I like the way the lighted part looks, but it's way too dark. Suggestions?

User posted image

User posted image

I'm definitely going to keep the shafts of light, I think they look
good... yet the lighting isn't convincing in this area, and its still
too dark. Should I add regular light entities with low brightness?

User posted image

New water, which I like. Looks like dirty chlorine.
Re: Dm_mosaic1_beta Posted by Trapt on Wed May 25th 2005 at 6:31am
Trapt
99 posts
Posted 2005-05-25 6:31am
Trapt
member
99 posts 300 snarkmarks Registered: Oct 15th 2004 Location: Melbourne, Australia
Ah, I see you found the skylights anyway. Some areas seem a bit dark, particularly the first two screens.

New water looks nice, as do the skylights. The new ceiling really adds something better to your map. I also noticed the new doorway thing, which will be excellent to stop the linearness of the area.

One concern with that new gateway though. Because it offers players with a direct route to the pool area, you should put something (perhaps a weapon, or some handy secondary ammo) in the little shower area to entice players to go in that little section. Or else I think the area could often find itself empty, and useless. I think a little enticement could work wonders.
I seem to have done toilet on your floor
Re: Dm_mosaic1_beta Posted by DrGlass on Wed May 25th 2005 at 7:15am
DrGlass
1825 posts
Posted 2005-05-25 7:15am
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
forgot to mention this on the mosaic forums but you could (if you have
room, remeber Reno's area is above you) build a hollow box behind your
skylight at the angle you want the sun to come from and texture the
back face with one of those white textures. I think white002 or
003 will give you a nice warm light.

this will cast a hard shadow on the floor in the shape of the window.
Re: Dm_mosaic1_beta Posted by G4MER on Wed May 25th 2005 at 3:44pm
G4MER
2460 posts
Posted 2005-05-25 3:44pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
Dr.Glass can you explain this more? maybe add a small tutorial on it.

Morphine, I would add small light enities with a value of 10-20 and colored grey or very pale yellow to help brighten the areas some. Float them as mid of the way as you can, that way they dont give any more light to any certian area, and it would help make it appear that the light is just an effect of the spots.
Re: Dm_mosaic1_beta Posted by Iceman1330 on Wed May 25th 2005 at 6:24pm
Iceman1330
8 posts
Posted 2005-05-25 6:24pm
8 posts 21 snarkmarks Registered: Mar 1st 2005 Occupation: Student Location: Vermont, USA
Hey, i just recently joined the project and wanted to bounce some ideas off you guys. I decided to tackle area 1, which, while appearing small in the overview of the map is actually quite chunky. I wanted to go for something ethereal with an emphasis on art. I was thinking of basing my area off of the premise of having chunks of land seemingly lifted off the group and suspended in mid air. The chunks will look realistic in that they wont be big blocks but small almost upside down cones of dirt with grass on the top. In the center of the map a larger chunk of excavated earth will be home to a large windmill. The windmill will slowly be churning in the wind. A light breeze will be heard as you look into the sky and see birds wafting on the breeze. A few clouds will periodically float lazily by in the air past the windmill and you. the entire inside of the map will be covered with a skybox texture save the bottom, which will have the texture of an aerial ground shot from thousands of feet high. The clouds will be achieved by creating several env_smokestacks which are staggered, and will release large puffs of smoke of varying sizes at large intervals in order to get the volumetric cloud "effect". The windmill will be accessible to the player via a wooden door in the front. When entering, small portholes inside the windmill will stream in light beams with dust glinting in the sunshine. The inside of the windmill will feel warm and cozy, they player will have the feeling of safety while inside. In the middle of the windmill the grinding stone will be turning away, grinding its grain into flour. The Grinding stone will be attached to a large wooden pole running up the center of the mill, to a large wooden horizontal gear up top. The Upper gear will be connected to the gear attached to the pole attached to the windmill blades. All of this can either be scripted or actual real time physics. A spiral staircase will wrap up the internal edge of the windmill to the top, where another wooden door will allow the player onto a platform that circles the top. On the platform will be a crossbow (Sniping position). Next to the large chunk that holds the windmill, a lane tree will be on a piece of turf. There can be a regular swing on this (plank and two ropes) that will sway ever so slightly in the wind. A series of floating chunks will allow access to the right and left upper entrances. Right now I'm unable to access my editing computer so I haven?t been able to take a screenshot of the blocked out level, but as soon as I get to it ill put the screens up here. Mind you the part I describes was only the uppermost level. And I still would love some added ideas. So crits of the current plan and new ideas would be great.
Re: Dm_mosaic1_beta Posted by DrGlass on Wed May 25th 2005 at 6:57pm
DrGlass
1825 posts
Posted 2005-05-25 6:57pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
wow, sounds like a very intresting idea. Post your WIP pics on
the mosaic forum
and here.

Also, Goldenshadow figured out a way to make very cool
0
gravity objects
.
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Wed May 25th 2005 at 7:24pm
Posted 2005-05-25 7:24pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Iceman, sounds like you took a fancy to the Music Video for Feel Good Inc.

I can't blame you, its a great idea :smile:
Re: Dm_mosaic1_beta Posted by Iceman1330 on Wed May 25th 2005 at 9:04pm
Iceman1330
8 posts
Posted 2005-05-25 9:04pm
8 posts 21 snarkmarks Registered: Mar 1st 2005 Occupation: Student Location: Vermont, USA
You hit the nail on the head morphine. I was so interested in that
concept that i thought it should be made into a map. And the HL2 engine
is great for it. I want to try for something besides the dark and moody
HL2MP levels that are out there, something that is a little more
interesting to look at in a different sense.
Re: Dm_mosaic1_beta Posted by Addicted to Morphine on Wed May 25th 2005 at 11:50pm
Posted 2005-05-25 11:50pm
3012 posts 529 snarkmarks Registered: Feb 15th 2005
Dude -- by all means go for it. When the acoustic kicks in and
that guy from Blur starts singing... windmill windmill for the land...
and the thing is flying through the clouds, its a sublime moment.
Definitely use that to get creative. If you pull it off, it'll
look great. And if you can't quite get it to work, at least it
wasn't for lack of ambition or vision :smile:
Re: Dm_mosaic1_beta Posted by habboi on Thu May 26th 2005 at 6:13pm
habboi
782 posts
Posted 2005-05-26 6:13pm
habboi
The Spammer of Snarkpit
member
782 posts 178 snarkmarks Registered: Dec 11th 2004 Location: United Kingdom
Sounds like a neat idea!
Do it!
Re: Dm_mosaic1_beta Posted by DrGlass on Thu May 26th 2005 at 11:12pm
DrGlass
1825 posts
Posted 2005-05-26 11:12pm
DrGlass
member
1825 posts 632 snarkmarks Registered: Dec 12th 2004 Occupation: 2D/3D digital artist Location: USA
Re: Dm_mosaic1_beta Posted by G4MER on Thu May 26th 2005 at 11:39pm
G4MER
2460 posts
Posted 2005-05-26 11:39pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
YAY! I have section 8, because im mad crazy yo! LOL :lol:

I know this is a stupid question but is this useing the HL2 settings, HLDM settings what.. I am a CS Source mapper and use that pretty normally but I dont think my section made in CS Source will work if you guys are all in HLDM or HL2 modes of mapping.
Re: Dm_mosaic1_beta Posted by ReNo on Thu May 26th 2005 at 11:42pm
ReNo
5457 posts
Posted 2005-05-26 11:42pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Create the level under the HL2DM settings, as its an HL2DM map. Nothing
is really different though, just make sure you use HL2DM entities and
whatnot.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net