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Gyradell: Human Absence

Map Vault > Completed Maps

map screenshot

star star star star star
(37 votes)

[More Screenshots]

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By Rimrook (See more)
30th April, 2005

Counter-Strike
1.17MB - BSP
3159 views
699 downloads
19 comments

Last edited: 1st May, 2005

download

Pretty much i was messing around with photo shop and was playing with textures. Then suddenly, BOOM i had a map. A few notes is that i found a wierd method of construction that i never knew about before, and it makes texturing easier.

There are actually 4 bomb locations, each spread throughout the large dynamo by the ct spawn. pretty much plant the bomb anywhere in that room and watch the ct's scramble around looking for it.
The T spawn area looks like a miniature AIM_MAP to me... but whatever.

UPDATE: Better fog sprites, humanab.wad included

Comments

avatar Kasperg says: 30th April 2005, 06:46 AM
So is this HL or CS then?
avatar Habboi says: 30th April 2005, 10:02 AM
Thats the old Cs cause the textures are not shiny ;)
I like!
avatar Rimrook says: 30th April 2005, 14:25 PM
sorry, had the wrong tag on it.
Yes, it is regular cs, not cs:s.
avatar rowleybob says: 30th April 2005, 21:35 PM
"A few notes is that i found a wierd method of construction that i never knew about before, and it makes texturing easier."

Please share further, for all us learning texturing. :)
avatar Soup Miner says: 30th April 2005, 22:38 PM
Amazing textures, amazing brushwork.
avatar Rimrook says: 1st May 2005, 00:48 AM
well, it's kinda something stupid about hammer i never noticed before. but clicking on the clip brush tool icon changes the way it clips the brush. Either auto-deleting one side or the other, or simply splitting the brush in half. This allows you to texture one half of your brush with something different.
EXAMPLE: Like if you have a series of walls and you want to add a trim to the top or bottom. Select all of the walls you want to clip and split the brushes as you please. Then simply retexture the split brushes. This can save time on the tedious manner of adding one brush at a time, or even works easily when putting in a door frame or a hole in the wall. It has many uses. I'm many of you already knew about this feature of the hammer editor. :P
avatar Rimrook says: 1st May 2005, 00:50 AM
blah my grammar sux
If this isn't clear, i could write a tutorial about it or something.
avatar rowleybob says: 1st May 2005, 01:14 AM
Wow, I didn't know the clip brush did that either...very cool!

Ok, for the map, one of your most interesting yet IMO. The subtle fog effects inside were flawless, and the wind tunnel room was also quite amazing. The rest of the map kinda paled in comparison.

One thing I've noticed with a lot of your maps is you tend to stick to a pretty limited palette all the way through. Though this makes the map blend, flow together, and transition better, it's sort of tedious after while IMO.

Maybe an off color hear or there to mix it up??

Overall, really good. Againe, I was blown away by the fog/haze sprites in this map....perfect!
avatar dandyli0n` says: 1st May 2005, 01:19 AM
Actually, it's the clip tool, not the clip brush tool.

The shortcut for that is to just use Shift+X, which is the shortcut for the clip tool. Use the shortcut twice (assuming you just went into the clip tool) to easily go into the split-brush mode.
avatar RabidMonkey says: 1st May 2005, 06:55 AM
I'll have to give this a test later, but I don't think I'll be dissapointed, my friend :)
avatar Rimrook says: 1st May 2005, 13:44 PM
thanks for the good feedback and tips!

I figured someone knew about the clip brush thing :)
I do use a short variety of textures to cut down on the filesize but wasn't expecting a filesize this low.(831.8 KB)

I didn't included my custom sprite for fog/haze either, which looks much better than the HL sprite i used. I'm gonna reupload this with the sprite fix and include the wad i used. Maybe somone can use my wad to make something.
avatar Rimrook says: 1st May 2005, 15:38 PM
ok, i made an update.
I also hinted it to reduce r_speeds a little.
Added a new fog sprite that looks better.
Included the wad i used :)
avatar Soup Miner says: 1st May 2005, 18:59 PM
I never liked that the clip tool did that, i thought it was just a bug and had to restart my WC to fix it.
avatar rowleybob says: 2nd May 2005, 00:50 AM
I can't decide which sprite is better, but they both look pretty damn good. One more comment/suggestion too regarding the 'windy' room. If you put a brush tied to func_illusionary below your feet, perpindicular to the func_convyeyors running up and down, would that eliminate or lessen being able to see the indivudal convyeor brushes?
avatar M_gargantua says: 2nd May 2005, 08:57 AM
why do you even need conveyer brushes, it would be better to just put a tigger push at foot level for the same effect.

Great job Rimrook, you seem to have a great future in this industy ahead of you
avatar Rimrook says: 2nd May 2005, 16:13 PM
i used trig_push to float the player, and used conveyers only for the graphics. I'm not picking up what your puttin down... :(
avatar rowleybob says: 2nd May 2005, 23:35 PM
When you walk in walk in the windy room, you can see the seperate brushes of the of the windy conveyor matrix. Sorry if that isn't any clearer, but I don't know how else to say it.

Puting a brush--tied to func_illusionary turned pepindicular to the convyeors and wide enough for the entire room, may hide the gridwork.

It's really a minor thing, just thought it might improve it a little.
avatar Rimrook says: 19th July 2005, 08:49 AM
spammage blows.
**--- (36)
Downloads: 33

o__O
avatar zeeba-G says: star star star star star 24th February 2011, 23:50 PM
Dude this map was awesome though really small. Surprised I never saw it really great work. I had an idea like this before but am not good at making textures. I know this is old work but it was great!

Edit: Goes back 7 years and give's Rim five stars to help balance stupid ratings.
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