Commented 18 years ago2006-05-03 22:14:05 UTC
in vault item: CS:S Arena (remake)Comment #11641
The purpose of the map is to basically have something that people can battle in... the boxes were placed randomly so no "line of site" is possible to the other's hiding places...
I'll take your suggestions seriously though.
My mapping capabilities are not all that great for source. It's more complex, and even texturing is a bit weird to me.
Commented 18 years ago2006-05-03 18:43:00 UTC
in vault item: Tactical MapComment #11639
I hope to make one more intricate than this one. This one lacked many of the available ideas I wanted. I was so rushed to get something out that I whipped this one out. It isn't quite as fun on HL2 since the grenades tend to playful, by detonating rather late.
The next one will include a much more functional and spacial map, though I cannot promise any texturing advances. I want to include the use of different height levels, possibly like a tunnel under the units. Some more open area with various types of cover. The more compact you make it, the more large cover areas you have to make, which allows you to pick off guards with the pistol.
Once I figure out how to incorporate weapons from maybe counter strike, we will see some really interesting stuff. Unless I can find someone who likes the idea enough, it will be a while until we see new weapons.
Commented 18 years ago2006-05-02 14:45:44 UTC
in vault item: SpheresComment #11628
NIce and hollow Inside, I like it, but it's a bit... non-round... I've tried this before using the clip tool, and I'd say that the map you made is alot better than what i got (a star shape) but I'd still say it's got no planet feel to it
Commented 18 years ago2006-05-02 13:43:31 UTC
in vault item: fun_pitch-blackComment #11625
How do you think that they will be able to kill each other, without even seeing where they are going, fun idea though.But still cannot be considered as a map that has effort in it.
Commented 18 years ago2006-05-01 21:40:53 UTC
in vault item: Operation OverlordComment #11622
op_overlord 1
Impressive work. In the whole thing I didn't see the wpolys go above 800, even when you're in the water and can see the whole thing!
Parajump sequence was cool, like de_volare--I think they copied you!
Did you do the modelling work? Very nice stuff.
My fav part of the map tho was the grappling hooks. Quite realistic for HL, since I was pretty scared climbing up, and down especially! Yes, I am afraid of heights
sidenote: I never really play TFC, but for some reason I run it with -dev under launch properties, it freezes at the spalsh screen...
Is there a way to noclip in TFC?
op_overlord 2
Most Impressive stuff. The boat ride was realistic with the roll and yaw.
I didn't play it for that long, but I will explore it more later. Also ver impressed by how you blended the sky with the map features--looks pretty good!
op_overlord 3
Have not played it yet, but I'm sure it's excellent.
Commented 18 years ago2006-05-01 11:15:12 UTC
in vault item: CS:S Arena (remake)Comment #11620
Rednik: Why did you give this a 5? Your an idiot
esmajor: Looks like you build a hollow cube, textured the top with sky, then the rest with brick. Then you threw in random stacks of washer/dryer prop boxes with ONE barrier you made then copied about 10 times.
What can I give this other than a one star? You are not new to mapping Ive looked at your profile. Is this a joke or is this actually a map you seriously made?
If its serious and you need suggestions here they are:
Get creative, Make it in a real life place maybe closed off by fence, hills, or buildings. Put some sounds in there with actual brushwork. AS cover maybe have overturned trucks, cars, crates, etc.
Commented 18 years ago2006-05-01 00:04:14 UTC
in vault item: Hollow TorusesComment #11617
I had an idea, but in my attempts to work with Rowley's and my ideas for the hollow torus on a larger scale failed, my fear that it was Source bound was confirmed. I still appreciate the help though, rowley.
Commented 18 years ago2006-04-29 16:05:28 UTC
in vault item: Grunt Bust DoorComment #11606
yeah, great idea, but application was poor in this example. the whole thing is too 'clean' and the door fits too well anyway. good effect though, and could compliment certain maps well! nice!
Commented 18 years ago2006-04-29 16:00:10 UTC
in vault item: Grunt Bust DoorComment #11605
Really cool Saco.
Maybe you could toggle env_sprites to follow the trail of the torch, to make it look like the door was being burned, and/or toggle lights after the torch trail to make it look like it's glowing a bit.
This said, the effect looks excellent as-is.
Another idea, is you could move the torch more towards the middle of the door, and give the "torched" door a more irregular shape. When the door falls you could also give the edges a nice bright orange texture to denote the molten cut metal
Commented 18 years ago2006-04-29 15:47:02 UTC
in vault item: sk_deathComment #11604
Better than the first two, and the brushwork that IS there is clean, if not blocky.
"Blocky" architecture is denoted by brushes being too square, simplified, and/or too thick...as if someone built your entire map out big ice cubes
For example, your stairs are really nice and cleanly brushed--no intersections or invalids--but they are blocky. The steps are way too thick, and the stairwell design is oversimplifed to the point it doesn't look real--no supports on the corners.
This map is skyboxed like the previous two. In a map as sparsely detailed as this, performance isn't an issue, but once your maps become more robust, skyboxing is going to boost your wpolys, and make your lighting look shitty.
If you don't know what skyboxing is, seach the forums, and ther is also an example map about it.
The layout is wide open and basically a 1-room killbox. If that's what you're going for, fine, but I don't think it would be that fun to play.
From the looks of your maps, it looks like you play lot's of FY maps. Though these maps are fun, they are certainly nothing to brag about aesthetically. Try mapping a place you know well and like, or any "real" place.
Commented 18 years ago2006-04-28 21:44:29 UTC
in vault item: Hollow TorusesComment #11602
Thank you!
I know what you mean in terms of practicality. The whole thing is a func_wall too, so lighing is pretty basic/limited too unfortunately.
Another flaw is that after I rotated/clipped each part, I tried to shore up the verticies to make it cleaner, but it created 50,000 invalid solids...so it's pretty much as clean as I could get it.
All in all an interesting shape, if nothing else, and while not entirely practical, it gives a bit of an idea the flexibility Daub's method allows.
Sort of reminds me of the Nemodian ships from Episode I, or the original "Lost In Space" spacecraft lol
Commented 18 years ago2006-04-28 21:14:23 UTC
in vault item: Hollow TorusesComment #11601
Neat. I tried to make a torus yesterday when the question came up in the forums but failed. Although I wonder if it would have any practical use in a map... I wouldn't really know what to do with it (the inside, I mean).
Commented 18 years ago2006-04-28 00:43:59 UTC
in vault item: Tactical MapComment #11600
I think you need to re-zip and upload the file again, what meant when i said it wouldn't load right was that Winzip thinks its an "invalid archive file" whatever that means.
Commented 18 years ago2006-04-26 22:39:25 UTC
in vault item: Snps ChallengeComment #11596
thanks guys, for the bottomless room just had a normal boxed room with a NOLOD brush going across the bottom just below the jumping parts (blocked the light) then had a trigger_hurt brush with 100 damage and the crush type. Hope you can use it!
Commented 18 years ago2006-04-26 18:20:39 UTC
in vault item: Shadow ExampleComment #11594
For what it's worth:
Playing around with the LOS texture, I found that it does have an effect on the metropolice. I added an LOS area away from the trigger_prox's which does, indeed, create a shadowed area.
When in that shadowed area, the NPCs will draw and aim at the player but do not fire. Weird. Other than for shadowed areas, it would seem to have limited use blocking line-of-sight of NPCs.
Commented 18 years ago2006-04-26 17:59:09 UTC
in vault item: Shadow ExampleComment #11593
Good example. I like the idea!
Note: only 1 ai_relationship is really needed. The default disposition of metropolice to the player is "hate."
The map can be simplified by deleting one of the ai_relationship entities. For the remaining ai_relationship, set disposition to "Like," "Start Active" to NO, and trigger that ai_relationship with the trigger_prox's (entering the prox triggers Apply, leaving triggers Revert).
Commented 18 years ago2006-04-26 14:28:33 UTC
in vault item: Tactical MapComment #11592
I haven't gotten it to work yet, as I only had time to install and update steams SDK kit, and go from there with default path settings and such. If I get time this week, maybe even today, I will put a fix to this. If you would happen to get it to work, let me know.
Commented 18 years ago2006-04-26 13:19:55 UTC
in vault item: Snps ChallengeComment #11591
Nice. I like puzzles.
+ puzzles + especially liked the 'break the wall' puzzle + several things happened I didn't expect + liked the bottomless room with the jumping bit. How'd you get that effect? + liked the small-font text, that looks cool!
+/- simple mapping, but clean +/- texturing is ok in some places but a bit poor in others imo. +/- the lighting's ok, there are light sources and it all looks ok, I just didn't find it particularly inspiring
- bit short!
Good job.
3.5 stars, rounded to 4 cos I like puzzles and it was well thought out, but slightly hampered by its ok-but-not-brilliant environment.
I'll take your suggestions seriously though.
My mapping capabilities are not all that great for source. It's more complex, and even texturing is a bit weird to me.
The next one will include a much more functional and spacial map, though I cannot promise any texturing advances. I want to include the use of different height levels, possibly like a tunnel under the units. Some more open area with various types of cover. The more compact you make it, the more large cover areas you have to make, which allows you to pick off guards with the pistol.
Once I figure out how to incorporate weapons from maybe counter strike, we will see some really interesting stuff. Unless I can find someone who likes the idea enough, it will be a while until we see new weapons.
Still a mildly interesting idea to possibly increase your skills, determining where another player is just by sound.
51 views, and 0 downloads, doesn't surprise me...
This actually made me want to quit my current project and start a new one :p.
Parajump sequence was cool, like de_volare--I think they copied you!
Did you do the modelling work? Very nice stuff.
My fav part of the map tho was the grappling hooks. Quite realistic for HL, since I was pretty scared climbing up, and down especially! Yes, I am afraid of heights
sidenote: I never really play TFC, but for some reason I run it with -dev under launch properties, it freezes at the spalsh screen...
Is there a way to noclip in TFC?
op_overlord 2 Most Impressive stuff. The boat ride was realistic with the roll and yaw.
I didn't play it for that long, but I will explore it more later. Also ver impressed by how you blended the sky with the map features--looks pretty good!
op_overlord 3 Have not played it yet, but I'm sure it's excellent.
Outstanding stuff!
5 stars "for great justice"
esmajor: Looks like you build a hollow cube, textured the top with sky, then the rest with brick. Then you threw in random stacks of washer/dryer prop boxes with ONE barrier you made then copied about 10 times.
What can I give this other than a one star? You are not new to mapping Ive looked at your profile. Is this a joke or is this actually a map you seriously made?
If its serious and you need suggestions here they are:
Get creative, Make it in a real life place maybe closed off by fence, hills, or buildings. Put some sounds in there with actual brushwork. AS cover maybe have overturned trucks, cars, crates, etc.
Hmmm, no its not like Monkey Island or Roger Wilco. Its just a plain 2D run, jump and shoot game. Very freakin addictive.
Add the toony textures and background, and it will look exactly like it!
I never played Commander Keen... was it like Monkey Island or Roger wilco?
Ah the old PC gaming memories...
: )
Argh! DOWNLOAD!
nice.
Cool
Maybe you could toggle env_sprites to follow the trail of the torch, to make it look like the door was being burned, and/or toggle lights after the torch trail to make it look like it's glowing a bit.
This said, the effect looks excellent as-is.
Another idea, is you could move the torch more towards the middle of the door, and give the "torched" door a more irregular shape. When the door falls you could also give the edges a nice bright orange texture to denote the molten cut metal
Really neat stuff, good job!
"Blocky" architecture is denoted by brushes being too square, simplified, and/or too thick...as if someone built your entire map out big ice cubes
For example, your stairs are really nice and cleanly brushed--no intersections or invalids--but they are blocky. The steps are way too thick, and the stairwell design is oversimplifed to the point it doesn't look real--no supports on the corners.
This map is skyboxed like the previous two. In a map as sparsely detailed as this, performance isn't an issue, but once your maps become more robust, skyboxing is going to boost your wpolys, and make your lighting look shitty.
If you don't know what skyboxing is, seach the forums, and ther is also an example map about it.
The layout is wide open and basically a 1-room killbox. If that's what you're going for, fine, but I don't think it would be that fun to play.
From the looks of your maps, it looks like you play lot's of FY maps. Though these maps are fun, they are certainly nothing to brag about aesthetically. Try mapping a place you know well and like, or any "real" place.
I know what you mean in terms of practicality. The whole thing is a func_wall too, so lighing is pretty basic/limited too unfortunately.
Another flaw is that after I rotated/clipped each part, I tried to shore up the verticies to make it cleaner, but it created 50,000 invalid solids...so it's pretty much as clean as I could get it.
All in all an interesting shape, if nothing else, and while not entirely practical, it gives a bit of an idea the flexibility Daub's method allows.
Sort of reminds me of the Nemodian ships from Episode I, or the original "Lost In Space" spacecraft lol
Descend the stairs leading to the basement. When you're half-way down, turn on your flashlight and look to your right. You'll find a Magnum.
Go to the large generator that is fenced off behind the courtyard. Climb the ladder on the side of the generator, and you'll find a surprise there.
Should I try to do a sequel?
I originally had a trigger_once parented to an npc but when he moved it wouldnt turn, only move with him sort of thing
Playing around with the LOS texture, I found that it does have an effect on the metropolice. I added an LOS area away from the trigger_prox's which does, indeed, create a shadowed area.
When in that shadowed area, the NPCs will draw and aim at the player but do not fire. Weird. Other than for shadowed areas, it would seem to have limited use blocking line-of-sight of NPCs.
Note: only 1 ai_relationship is really needed. The default disposition of metropolice to the player is "hate."
The map can be simplified by deleting one of the ai_relationship entities. For the remaining ai_relationship, set disposition to "Like," "Start Active" to NO, and trigger that ai_relationship with the trigger_prox's (entering the prox triggers Apply, leaving triggers Revert).
+ puzzles
+ especially liked the 'break the wall' puzzle
+ several things happened I didn't expect
+ liked the bottomless room with the jumping bit. How'd you get that effect?
+ liked the small-font text, that looks cool!
+/- simple mapping, but clean
+/- texturing is ok in some places but a bit poor in others imo.
+/- the lighting's ok, there are light sources and it all looks ok, I
just didn't find it particularly inspiring
- bit short!
Good job.
3.5 stars, rounded to 4 cos I like puzzles and it was well thought out, but slightly hampered by its ok-but-not-brilliant environment.