Hmm, originally the lighting was lighter, before many said it should be darkened, I might have gone too far towards the dark -> so I'll balance out the ambience a bit in the outside areas.
re: The 2 turret area - I tried intensifying with the balcony rush and the hunter, but I might make the combine actually enter the room properly in a final rush (pre the hunter sequence), that might make things more demanding. As it is, it's a lot harder than it was previously, but I get that some more intensive mechanics might be required there.
The turrets are an existing asset, I've been trying to think up some of my own gameplay mechanisms however (a self-building defence system maybe for one).
Not sure what my next step is with this, but will keep you posted.
NB: Unzip the file into your common/Half-Life 2 folder
Run the first map "dew_house1" via the ingame developer console of HL2: episode 2, by doing the following:
1) Enable the developer console in the 'advanced options' of the options menu. 2)Click the tilde key '~' (top left of your keyboard). 3) Type into the box "map dew_house1" and press Enter.
Commented 16 years ago2008-05-08 02:36:30 UTC
in vault item: dm_mudancheeComment #16625
Wow, I remember seeing WIP shots of this ages ago, nice to see that it's finally out Will take a run through and see if it's any good, I'm guessing yes.
Commented 16 years ago2008-01-12 23:44:11 UTC
in vault item: Six Feet UnderComment #16234
I played through all of it and I'm thinking 3/5.. I think the concept was really great and bits of it matched up to the concept, however a lot of it felt like a killbox with a heap of enemies everywhere.
On the whole the mapping was alright, the outside area was probably the best part of the map and because of that I reckon you could've done a much better more focused map in only an outside environment.
As a whole it wasn't very consistant, some of the lights were too strong, mess around with the falloff distance in the light properties a bit more next time.
The crash site in the beginning was fairly well pulled off and the crows were a nice addition, I also liked the running water and the rocks falling didn't really hit me, but they were still an alright effort :P.
Commented 17 years ago2007-10-14 22:00:36 UTC
in vault item: dm_contrastComment #15788
I really liked it, it's a great style in my opinion, very different from the average dm map. Weapon placement wasn't too bad, I liked the rpg table. What I said about finding the weapons still applies but overall quite an effective map.
Commented 17 years ago2007-10-05 02:04:18 UTC
in vault item: dm_walkwayComment #15733
Updated it to a new version, the dl link is the same but everything works a bit better... ladders fixed, textures I think are fixed, haven't tested though. A few other updates with props, weapon placement, lighting etc...
Hmm, interesting.. I haven't played it yet but I'll find some time today... tbh the 3d skybox looks like the best part of the map... in terms of 'sourcified'ness. Although you were going for a recreation... next time you could add a lot of brushwork to the existing buildings...to beef em up a bit and give them a better feel. I think everyone used displacements... so it's a shame you didn't... try making a few test maps with them until you get confident, so you can use them when another compo comes along. For instance: the sand seems to bring the map down (not talking about the skybox in this case) , generally because it's so repetitive.. the dust blend textures would've helped.. and are generally a preferable option. yeh 3 or 2/5 because of the obvious mainly. (and the others deserve the 4's and 5's :P)
Commented 18 years ago2006-08-05 01:47:14 UTC
in vault item: Competition 21 - ShadowsComment #12736
I like it. A very interesting and much more sourcified version of the original... basically everything is good the lighting is great, and I love the long tunnel part with the red lights. Yeh... not much to say, obviously there was a lot more that you could do, opening up the interior of a few of the buildings etc.. but other than that... The detailing in props seemed spot on.. had a nice industrial look :>
Commented 19 years ago2005-01-29 06:07:53 UTC
in vault item: Gas TrapComment #5762
havent had a chance to test but does seem pretty nice. maybe you need a valve instead of a barrel to turn it off tho? a barrel could be overturned as if it started it tho.
Commented 20 years ago2004-11-18 04:29:13 UTC
in vault item: stepping_stonesComment #5092
O.o i've decided you know too much for your own good rabid :P. the Q is, when will they actually release the final SDK for me to try this new system. Or did they put it in cs:s version for all the noobies?
I felt like I was going over it O.o(which I have done countless times) very nice job,though train doesn't move :P. Lighting should've also been toned down a tad or been completely dark,ya know new year style? (:o trapt I forgot in our earlier thing,we had the Olympics AND the new year celebrations) wouldn't it be cool if you re-make it for hl2 with fireworks or that cool blue touch. All in all nice job ant
Commented 20 years ago2004-11-09 02:35:27 UTC
in vault item: stepping_stonesComment #5007
hehe thanks for comment...obviously didn't work on it long but it's just a small sampler ;). Will post a link to the mod when done. Decided to not code anything and making it SP.
Commented 20 years ago2004-11-05 01:30:34 UTC
in vault item: de_sandComment #4941
it looks ok, though people here like your own unique suggestions more than an already made one. In this way you could get more credit for textures and stuff. Though architecture does look ok from the pic ^.
re: The 2 turret area - I tried intensifying with the balcony rush and the hunter, but I might make the combine actually enter the room properly in a final rush (pre the hunter sequence), that might make things more demanding. As it is, it's a lot harder than it was previously, but I get that some more intensive mechanics might be required there.
There's currently a big compiling error on the final map that makes that one hard to finish. (It'll be fixed in my next update).
Thanks for the playthrough and comments!
The turrets are an existing asset, I've been trying to think up some of my own gameplay mechanisms however (a self-building defence system maybe for one).
Not sure what my next step is with this, but will keep you posted.
As a precaution I'll place an autosave after the turret section (a fairly logical place for an autosave regardless.)
Thanks for the feedback!
NB: Unzip the file into your common/Half-Life 2 folder
Run the first map "dew_house1" via the ingame developer console of HL2: episode 2, by doing the following:
1) Enable the developer console in the 'advanced options' of the options menu.
2)Click the tilde key '~' (top left of your keyboard).
3) Type into the box "map dew_house1" and press Enter.
It was only made for the compo after all
I think the concept was really great and bits of it matched up to the concept, however a lot of it felt like a killbox with a heap of enemies everywhere.
On the whole the mapping was alright, the outside area was probably the best part of the map and because of that I reckon you could've done a much better more focused map in only an outside environment.
As a whole it wasn't very consistant, some of the lights were too strong, mess around with the falloff distance in the light properties a bit more next time.
The crash site in the beginning was fairly well pulled off and the crows were a nice addition, I also liked the running water and the rocks falling didn't really hit me, but they were still an alright effort :P.
Graveyard was nicely done, nice addition.
4 stars...
Dl and enjoy.
I haven't played it yet but I'll find some time today...
tbh the 3d skybox looks like the best part of the map... in terms of 'sourcified'ness.
Although you were going for a recreation... next time you could add a lot of brushwork to the existing buildings...to beef em up a bit and give them a better feel.
I think everyone used displacements... so it's a shame you didn't... try making a few test maps with them until you get confident, so you can use them when another compo comes along.
For instance: the sand seems to bring the map down (not talking about the skybox in this case) , generally because it's so repetitive.. the dust blend textures would've helped.. and are generally a preferable option.
yeh 3 or 2/5 because of the obvious mainly. (and the others deserve the 4's and 5's :P)
A very interesting and much more sourcified version of the original... basically everything is good the lighting is great, and I love the long tunnel part with the red lights.
Yeh... not much to say, obviously there was a lot more that you could do, opening up the interior of a few of the buildings etc.. but other than that...
The detailing in props seemed spot on.. had a nice industrial look :>
p.s. I'm having trouble with setting up the SDK for hl2. No materials for this file? :/