Re: hdn_Nova
Posted by Drshark on
Sun Jun 25th 2006 at 7:46am
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What happened to these forums? Everything seems so dead :/ Someone post, ANYTHING :/
Re: hdn_Nova
Posted by Orpheus on
Sun Jun 25th 2006 at 1:40pm
Orpheus
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I am going to blow a fuse if someone doesn't clue this fella in..
The best things in life, aren't things.
Re: hdn_Nova
Posted by Drshark on
Sun Jun 25th 2006 at 2:34pm
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Jan 22nd 2005
Read the turtorial, and downloaded the apps.
About the so called optimizing on the uploaded pics here, i just let Imageshack downsize them
Re: hdn_Nova
Posted by Gwil on
Mon Jun 26th 2006 at 9:09am
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I might download this and have a poke around for you, see what I think.
I enjoy Hidden and as Force says, you seem to have the ideas to make a
good map for it. My initial thoughts would be that the detailing and
construction, while being solid work - is a little simple and sparse.
It also seems too light for a hidden map in parts, and looks like
there's lots of dead ends. Without many doors, it's going to be hard
for the hidden to run after he's taken out 1/2 people, especially if
the server has PS off.
Re: hdn_Nova
Posted by G.Ballblue on
Tue Jun 27th 2006 at 6:49am
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That "button" sounds like a bit of a cheat sheet for the Hidden :heee:
Looks a bit blocky to be quite Frank. I've never play Hidden, but I recall that the Hidden is half cloaked during game, or something. So I figure that lighting variation would be called for.
But the lighting in this map looks a bit blotchy and harsh :razz: Put some more blending and bounces into it!
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: hdn_Nova
Posted by Drshark on
Tue Jun 27th 2006 at 7:42am
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Jan 22nd 2005
? quote:That "button" sounds like a bit of a cheat sheet for the Hidden :heee:
Looks a bit blocky to be quite Frank. I've never play Hidden, but I recall that the Hidden is half cloaked during game, or something. So I figure that lighting variation would be called for.
But the lighting in this map looks a bit blotchy and harsh :razz: Put some more blending and bounces into it!
Again, 2'nd map, so it won't be pretty or something like that.
Well, the button is not a cheat. a logic_case picks 1 out of 3 cases where lights are turned off, and then turns them off. I made this to compensate for the small size of the map
Also, the jailcells are now closed to begin with, but can be opened with a handle. They then close again after 15 seconds, so don't get stuck in there! :smile:
How do i add some ambient lighting? And bounces? VBSP does that by itself it seems, i can't find out how to get some radient lighting in TEH box room
Re: hdn_Nova
Posted by G.Ballblue on
Tue Jun 27th 2006 at 6:55pm
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Nemisis' batch compiler comes with the ability to tweak light setting -- off hand, I think the standard amount of bounce lights for HL2 is something like 40.
Also, I think lighting can be made a little smoother simply by adding some very dull lighting in :wink: It should dull and smoothen out some of the harsher lighting, and make it look as though the lighting is bouncing a bit more... play around with it, and see what happens.
Breaking the laws of mapping since 2003 and doing a damn fine job at it
Re: hdn_Nova
Posted by Drshark on
Wed Jun 28th 2006 at 6:02am
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Uhh, i gotta Google that :smile:
I totally forgot about the light entites with VERY low brightness. Also, there are only shadows in the box room now (everything else is LMS 32 for obvious reasons)
Thanks for clarifying, i'm gonna add some once i open hammer again