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Fallout

Map Vault > Unfinished Stuff

map screenshot

Ratings Disabled

[More Screenshots]

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By Kachito (See more)
19th February, 2015

Counter-Strike
Hosted Externally - BSP
889 views
167 downloads
6 comments

Last edited: 20th February, 2015

download

Fallout - The no slice project.

Fallout is an optimization mapping project for GoldSource.
The goal was to create a level free of any ADDITIONAL surface splitting by planes, therefore a flat surface equal or less to 240x240 units (default face subdivide size in GS) should not have more than 1 polygon.
Conditions:
- max 1.000 wpoly.
- max 10.000 epoly.
The map is sitting at 99,4% used planes capacity. Due to that, it remains unfinished for now.
Stuff missing:
- jump pads at both drop entrances into canals.
- underground hall (last screenshot): geometry, details, props, sprites, lighting, etc...
P.S: Fog will not appear in HL.

Built with Sledge Hammer (http://twhl.info).
Compiled with Vluzacn Half Life Tools v.33.

Additional screenies: http://imgur.com/a/wqyCM

Comments

avatar Kachito says: 19th February 2015, 18:40 PM
avatar Captain Terror says: star star star star star 25th February 2015, 03:55 AM
Looks amazing, downloading! :o

Yikes just played it and whoa, this looks absoultely sick. Very interesting project and incredible-looking results(I never played fallout but now i'm intrigued!). Inspiring work, well done!!!
avatar Minnow says: 28th February 2015, 19:09 PM
My god, no lag here, and so expansive!

One question, how in the world can we get to CT spawn, just through those jump-pads you were talking about to-be-implementing?

Gorgeous work, and so very well done thus far!

EDIT: I found that the sewer pipes teleport, nice!
avatar Strider says: 2nd March 2015, 02:15 AM
Holy crap. This is damn impressive.

I can't work out how you implemented some of the effects. I always thought a lot of that stuff was impossible in vanilla Goldsource games. What did you use for the particles floating up around the stargate, and the electrical arcs along the beams?
avatar Captain Terror says: 4th March 2015, 19:32 PM
Welcome to TWHL Minnow! =P
avatar Kachito says: 4th March 2015, 22:13 PM
@Strider: Those are env_bubbles :)
The blue electrical arcs that you walk on? They're 2 func_scrolls, 1 unit on top of each other, running on opposite directions.

@Minnow: Yup, that teleport will be more obvious when it's done, definitely going to be another in the big hall. Even so with all the teleports and jump pads, gameplay is still going to be horrendous.
This was an abandoned map i had that transformed into a little opt. project, nothing more.
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