I like the iris door principle. Used the same thing in one of my maps a long time ago. The light effect makes it really cool, and the texturing is great.
Source Zombie mod for CS:GO With custom maps such as cities, swamp, town, ship and the moon (space) with custom weapons, different zombie classes per map, night day transitions. Pretty much buffed L4D, only more players and environments (not story based).
just let your imagination free. It is true that HL lacks some proper city level textures, but you will think of something. Duke Nukem levels are the shit because of the ways mappers walked around the limits of walk able space.
Remaking an game level from Before 2000 its an amazing idea. That's the age of pioneering 3D games. There is so much you can see from various consoles and games.
That would be an awesome compo, yet a pretty hard one, because it will be a fine task to honour an old school level
In the idea of TWHL MiniVerse, we could make something interesting like an Crash Bandicoot level select portal room where you jump into a sphere with an overlapping image of the world you're about to enter.
I know that making something like this would indeed be awesome, but I also know that with out some rules and limits the results would be the same as in an completely limited competition.
Maybe next time the rules could be -> Moderate world size + It needs to have something funny
I wonder how would a competition focused on making maps similar to Duke Nukem style turn out.
In my opinion the room size is too restrictive for some one who wanted to make an atmospheric map. For example I pretty much never played half life more than multi player maps when I was younger, and some fine mods.
Height of the celling really has an influence on maximum creativity of individuals.
Maybe the better idea would have been TWHL mini universe (MiniVerse):
1. Sonic 3 and Knuckles - Final boss / Epic Boss 2. Metal Slug 2 - Dragon Nosuke 3. Metal Slug 2 - Dai Manji 4. Sonic 3 and Knuckles - Master Computer boss 5. Duke Nukem 3D - Alien Queen
Sounds like something really interesting. Definitely needs future planing. I guess pretty much every one is all for it (why wouldn't they be) but the biggest problem is the distance. The 2017-18 idea sounds like something possible when you take a look at it. Who knows.
Looking at the map with a viewer there are lot of env_sprites with ikgrass sprite. So its probably a sprite with hologram render (or whats the disappearing one called).
I made a similar thing in one of my unreleased maps with a func_rotating that disappears after a certain distance using hologram + distort.
Since its clear what you are trying to do (use Hammer editor default compiler) I suggest you ditch it and get either Compilator 3 or Batch Compiler. And the latest VHLT as well You have all you need here.
You haven't even tried it yet you say its boring. There are maps where you start off in a cannon that shoots every one into the sky where you can score a kill like that, but than you fall onto the ground and you can surf on water or run on the pavement.
There are also maps with accelerated surf ramps where you can also fly out and stuff.
Guess its not fun for those who don't know air control (which is really simple to learn).
This reminded me of one AWP map where you also get shoot out, and you have to infiltrate the terrorist camp with knife only, where terrorist have an 10 bullet AWP. Really fun map.
And than there is that one HE map where he grenades fall from the sky and you run around the map. And who can forget he_glass!
I am with Lajron on this one. It was really lame what happened on Game Banana. He was at least 3rd place. But OK, game banana staff knows shit about GS and they want newer engines on their list.
But here i do feel disappointed, he could have at least been mentioned for his hard work by the staff.