inferno

inferno

Re: inferno Posted by G.Ballblue on Wed May 19th 2004 at 12:37am
G.Ballblue
1511 posts
Posted 2004-05-19 12:37am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Hi. I'm kinda new here ... -- but I'm working on a map called "inferno." A very simple HL DM map. My profile has 2 snapshots if you are interested.



(sadly, I'm only 7 percent done... beta shots indeed ((I kinda hide the skybox)) ) =D



Yippie Ki Yay!
Re: inferno Posted by Gorbachev on Wed May 19th 2004 at 12:44am
Gorbachev
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Posted 2004-05-19 12:44am
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Seems a bit cramped, it'd be cool to have some form of grating over the lava yes?
Re: inferno Posted by G.Ballblue on Wed May 19th 2004 at 12:50am
G.Ballblue
1511 posts
Posted 2004-05-19 12:50am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
That's the spawn area -- so yes, I'm deffinetly going to have grating over the lava. Also, because it's a 800x600 shot, the area looks a bit small. I think it is big enough to put atleast 16 spawns in it --- ?



Yippie Ki Yay!
Re: inferno Posted by 7dk2h4md720ih on Wed May 19th 2004 at 1:19am
7dk2h4md720ih
1976 posts
Posted 2004-05-19 1:19am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
That sky looks out of place, look for a better one on wadfather. You might want to add lighting at some stage too. Keep working on it. :smile:
Re: inferno Posted by scary_jeff on Wed May 19th 2004 at 1:29am
scary_jeff
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Posted 2004-05-19 1:29am
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I'm not sure why, but I actually like the gratings you have used. The lava texture looks like it is stretched quite a lot though?
Re: inferno Posted by Gorbachev on Wed May 19th 2004 at 1:31am
Gorbachev
1569 posts
Posted 2004-05-19 1:31am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I meant that the roof seems too low, it looks like it's just barely above the player's head.
Re: inferno Posted by G.Ballblue on Wed May 19th 2004 at 1:44am
G.Ballblue
1511 posts
Posted 2004-05-19 1:44am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
I had to stretch the lava quite a bit --- left at 1.00x1.00, it does not tile very well :/

I took an oil texture from the HL liquid wad, and basically used the "red" pallete in wally. Blend. Repeat. =D

Yippie Ki Yay!
Re: inferno Posted by ReNo on Wed May 19th 2004 at 1:48am
ReNo
5457 posts
Posted 2004-05-19 1:48am
ReNo
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
I think DMC's lava looks better personally - this one looks a bit odd (probably because it wasn't originally meant to be lava). As Gorb said, the sky looks like it might be extremely low - rather than making it just a cap over the walls, build up sky "walls" above the walls and put the sky as a cap up there. You want to give some space for weapons like grenades / rockets to move, as well as guass jumping. If you've done this then ignore my point :smile:
Re: inferno Posted by Myrk- on Wed May 19th 2004 at 8:38am
Myrk-
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Posted 2004-05-19 8:38am
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You said something about a spawn room with 16 spawns in it, yet this is an HLDM map... Thats not such a good idea tbh.
Re: inferno Posted by wil5on on Wed May 19th 2004 at 9:40am
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Posted 2004-05-19 9:40am
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The textures are yukky IMO... but your brushwork is OK. This is your first map...?
Re: inferno Posted by Captain P on Wed May 19th 2004 at 8:08pm
Captain P
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Posted 2004-05-19 8:08pm
1370 posts 1995 snarkmarks Registered: Nov 6th 2003 Occupation: Game-programmer Location: Netherlands
About the skills: How are you going to implement them into the map? It seems more like a singleplayer thing.

But if you can and it plays well, I'd really admire it... :smile:

As for textures, they're not so impressive. The area doesn't seem like it's a real environment, it doesn't give me a strong sense of place. Well, maybe that's your aim... but I presonally don't like walking around in a brushwork level, instead give me a city/jail/factory/island or whatever place, as long as I can discern what it is.
Re: inferno Posted by G.Ballblue on Thu May 20th 2004 at 12:11am
G.Ballblue
1511 posts
Posted 2004-05-20 12:11am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Hey Captain P.



Ah yes -- the textures and skills.

I'm not very good with texture work -- so I try to edit existing ones to look like how I want them. (thank God for blend buttons! =D ) I'm pretty prepared for my textures to look like crap. (I need more experince in it - so I guess you could say this will be more of a "brush" level than texture level. Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D :popcorn:

The skills: I could really use some suggestions here. But here's a major problem I see with it:

All the "weanie" players wil go into the nightmare section, take all the armor and gauss they can find, then run back into the spawn zone and start spawn frying the oblivion out of everyone. The only way I may be able to get out of this is to make a "drop weapon" thing that makes you drop all your weapons when you pass through the field (is there even such an entity?) Or atleast, drop everything except your crowbar and 9mm.



Yippie Ki Yay!
Re: inferno Posted by 7dk2h4md720ih on Thu May 20th 2004 at 12:23am
7dk2h4md720ih
1976 posts
Posted 2004-05-20 12:23am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
Argh, enough of the blue text, take this!

User posted image
Re: inferno Posted by Tracer Bullet on Thu May 20th 2004 at 12:24am
Tracer Bullet
2271 posts
Posted 2004-05-20 12:24am
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
I don't know if weaponstrip works in multiplay.

my suggestion is to make it impossible to get back into the spawn area once you have left it. Also, if you wanted to make the player start the game weaponless, I'll bet an empty game_player_equip would do just that. You'd start with nothing but the HEV suit.

GOOD GOD MAN!!! I was going to say somthing about the blue text as well, but that is a little harsh.
Re: inferno Posted by Crono on Thu May 20th 2004 at 12:29am
Crono
6628 posts
Posted 2004-05-20 12:29am
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begins beating A_S out of rage from flashing light

:mad: SMASH!
Re: inferno Posted by 7dk2h4md720ih on Thu May 20th 2004 at 12:30am
7dk2h4md720ih
1976 posts
Posted 2004-05-20 12:30am
1976 posts 198 snarkmarks Registered: Oct 9th 2001
He was politely asked to pick a different colour by both myself and Orph previously. Measures had to be taken. :smile:

That's the last time I'll post it, I promise. :wink:
Re: inferno Posted by Crono on Thu May 20th 2004 at 12:31am
Crono
6628 posts
Posted 2004-05-20 12:31am
Crono
super admin
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But you're punishing everyone! ... rips off A_S's legs and stuffs them down his throat Now, we're even. :biggrin:

notices A_S edit and politly tries to re-attach his legs ... sorry :rolleyes:
Re: inferno Posted by ReNo on Thu May 20th 2004 at 12:31am
ReNo
5457 posts
Posted 2004-05-20 12:31am
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
You know you don't HAVE to use your own textures right? Its perfectly acceptable to use textures made by other people, including the default half-life ones. There is no need to modify them just for the sake of modifying them. Also, what did you mean by "Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D"?
Re: inferno Posted by G.Ballblue on Thu May 20th 2004 at 8:04pm
G.Ballblue
1511 posts
Posted 2004-05-20 8:04pm
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
ReNo said:
You know you don't HAVE to use your own textures right? Its perfectly acceptable to use textures made by other people, including the default half-life ones. There is no need to modify them just for the sake of modifying them. Also, what did you mean by "Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D"?
[b]Due [color=orange]to the fact that AS just color blinded me, I will now be typing in multi color =D[/b][/color]

Quake never had a wal or wad file, like half life. So, WC 1.6 does a "TEXTURE" extraction from any game with no textures. This creates a TEXTURES.wad that only contains textures from Quake1. What I do is take the textures out of TEXTURES, load them into wally, darken them and add a "noise", then load them into my cs_forever.wad (the wad I'm using.)

(cheap because I'm doing no real texture work -- I'm only "adding a noise" and "darkening" the default texture.)

Yippie Ki Yay!
Re: inferno Posted by ReNo on Thu May 20th 2004 at 8:16pm
ReNo
5457 posts
Posted 2004-05-20 8:16pm
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5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Seriously, stop using coloured text for your posts - you've been asked numerous times, and I've a feeling if you keep it up you are going to piss people off immensely.

About the textures - wy not just use some nice ones? No offence, but the ones you are using are a bit horrible really. Check out this site for custom textures (with previews) you can use...

http://www.planethalflife.com/wadfather
Re: inferno Posted by Gwil on Thu May 20th 2004 at 8:55pm
Gwil
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Posted 2004-05-20 8:55pm
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G.Ballblue said:
ReNo said:
You know you don't HAVE to use your own textures right? Its perfectly acceptable to use textures made by other people, including the default half-life ones. There is no need to modify them just for the sake of modifying them. Also, what did you mean by "Most of the textures I am using are coming from the TEXTURES file, asosiated with Quake.) =D another cheap trick developed by me =D =D"?
[b]Due [color=orange]to the fact that AS just color blinded me, I will now be typing in multi color =D[/b][/color]

Quake never had a wal or wad file, like half life. So, WC 1.6 does a "TEXTURE" extraction from any game with no textures. This creates a TEXTURES.wad that only contains textures from Quake1. What I do is take the textures out of TEXTURES, load them into wally, darken them and add a "noise", then load them into my cs_forever.wad (the wad I'm using.)

(cheap because I'm doing no real texture work -- I'm only "adding a noise" and "darkening" the default texture.)

Yippie Ki Yay!
Multicoloured text on a black background, makes it more difficult to read.

Thus, people will ignore your posts. or worse, just hound you til you start writing in white, or at the very least light grey.

So please, for the sake of all your fellow users, their sanity and your own life, write in the default colour :razz:

[color=yellow][color=darkgreen]As you c[/color][color=orange][color=red]an see[/color], [/color]m[color=magenta]ulticoloured writing[/color] is HORRIBLE[/color]
Re: inferno Posted by Nickelplate on Sat Nov 27th 2004 at 4:48am
Nickelplate
2770 posts
Posted 2004-11-27 4:48am
2770 posts 346 snarkmarks Registered: Nov 23rd 2004 Occupation: Prince of Pleasure Location: US
There is an entity called "player_weaponstrip" but it' was only available with the version of WorldCraft that came with HL GOTY. I have never seen it anywhere else. So you can install that old version and edit that into your map, then use the new version after u have the brush-entity where you want it.
Re: inferno Posted by Spartan on Sat Nov 27th 2004 at 5:06am
Spartan
1204 posts
Posted 2004-11-27 5:06am
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Oh f**k I can see any more. What did you do to me!!!

Oh my god seriously though that freakin hurt my eyes.

Nickleplate you do realise how old this thread is right?
Re: inferno Posted by G.Ballblue on Sat Nov 27th 2004 at 6:04am
G.Ballblue
1511 posts
Posted 2004-11-27 6:04am
1511 posts 211 snarkmarks Registered: May 16th 2004 Occupation: Student Location: A secret Nuclear Bunker on Mars
Way to bring back painful memories! D: