Re: dm_viocrow_beta1
Posted by Vio on
Mon Mar 7th 2005 at 2:29am
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hi all,
As an intro to the HL2 mapping scene, here's a small fun DM map using
just the new melee weapons (crowbar/stunstick) + SLAMs. Supports team
DM mode with separate spawn areas for rebels & combine.
Architecture is basic for now, would please like some feedback on
whether the concept works or not first :smile: Uses a trigger_weapon_strip /
game_player_equip to equip the player and get rid of the smg etc.
Re: dm_viocrow_beta1
Posted by French Toast on
Mon Mar 7th 2005 at 3:00am
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I have no experience evaluating maps, but from the screenshots the basic archtecture looks good. However, it looks like the textures are stretched in some places, and some of the textures just don't fit. I don't know, wait for someone else. I don't play DM escept on the s-pit server.
Clean it up a little and it would be good.
Re: dm_viocrow_beta1
Posted by rs6 on
Mon Mar 7th 2005 at 3:12am
rs6
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lighting????
Try an env_light with the settings for color "230 230 200" and the brightness you can play aroudn with, not too bright though. Also compiling VIS and RAD are needed.
Overall nice work besides the lighting, most people have trouble with lighting at first so don't be discouraged.
Re: dm_viocrow_beta1
Posted by satchmo on
Mon Mar 7th 2005 at 4:08am
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I believe he did compile with VIS and RAD, except that
light_environment is so bright that I could've sworn I was looking at a
full-bright map from the first screenshot. Set the brightness
between 150 and 200 to start with, and adjust as necessary.
Re: dm_viocrow_beta1
Posted by Dan on
Mon Mar 7th 2005 at 6:26am
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Oh what happened to your light? It's all white.
:shocked:
Re: dm_viocrow_beta1
Posted by Trapt on
Mon Mar 7th 2005 at 6:42am
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Yeah, very unnatural lighting. Try a more yellowy/orangy colour. ATM it's just making everything look really bland.
Re: dm_viocrow_beta1
Posted by Varsity on
Mon Mar 7th 2005 at 9:07am
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The concept is bad. There isn't much fun to be had with just the three
weapons past the novelty value. The map itslef is also understandably
poor, but you use good techniques (nodrawing surfaces) and have started
to get some details into the brushes. I think you are on the right
track. :smile:
Re: dm_viocrow_beta1
Posted by Trapt on
Tue Mar 8th 2005 at 4:58am
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I wouldn't go so far to call it a bad map: I'd really like to see what it looks like with a nicely coloured environment.
Re: dm_viocrow_beta1
Posted by Vio on
Tue Mar 8th 2005 at 8:48am
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Thanks for the comments peeps. Yeah, not done much with the lighting. I
am using a light_env but its on 255 at the moment :smile: I've just done a
compile with an orangy colour to suit the rustiness of the map and
dropped it down to about 20 to let me put some lighting in to more suit
the dusk skybox I've used. I will upload a new version after work 2nite
:smile:
Re: dm_viocrow_beta1
Posted by Trapt on
Tue Mar 8th 2005 at 9:35am
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Good to see you taking our comments on board. :smile:
I look forward to the new version.
Re: dm_viocrow_beta1
Posted by Vio on
Wed Mar 9th 2005 at 1:39am
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OK we are on to beta2 :smile: The white-on-white should be a thing of the
past, I've removed the startup SLAMs (I can see the chaos this would
cause on hindsight) + added some more light sources and decals etc. to
tart it up a bit.
I'd like to add more 'Z' but the weapon spawn trigger is making it tricky :sad:
Re: dm_viocrow_beta1
Posted by satchmo on
Wed Mar 9th 2005 at 3:11am
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The lighting has undergone such a dramatic improvement that I almost didn't recognize it's the same map after the first few screenshots. You are a fast learner and a gracious one at that.
This map is looking tremendously better. There are still some room for improvement, but I like the direction it's going.
Re: dm_viocrow_beta1
Posted by Trapt on
Wed Mar 9th 2005 at 4:59am
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I really commend you for taking our critisism on board, and implementing it into your map - very, very well I must add.
It looks SO much better, man. Really nice job fixing this thing up. :smile:
Re: dm_viocrow_beta1
Posted by Vio on
Sat Mar 12th 2005 at 5:12pm
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OK I'm pretty well done with this map so here's beta3. Added a teaser
museum bit with a pistol(!), some sound and a few props. If there's
nothing bad about it I will make it a final.
Re: dm_viocrow_beta1
Posted by habboi on
Sat Mar 12th 2005 at 7:20pm
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Hows gameplay?
Looks like a simple yet nice looking map :biggrin:
Re: dm_viocrow_beta1
Posted by satchmo on
Sat Mar 12th 2005 at 7:39pm
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Gameplay? I guess you'll have to test it out in person then.
Re: dm_viocrow_beta1
Posted by Vio on
Sun Mar 13th 2005 at 5:06pm
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Here's the final version - optimised with some more hints, added
fadedist to props and removed dynamic lighting which was killing fps.
Fixed dodgy radiator knocking sound.