Sweet mother of God... Created 18 years ago2006-06-27 20:02:07 UTC by Soup Miner Soup Miner

Created 18 years ago2006-06-27 20:02:07 UTC by Soup Miner Soup Miner

Posted 18 years ago2006-06-27 20:02:07 UTC Post #187192
Posted 18 years ago2006-06-27 20:32:27 UTC Post #187196
That TS map looks like an awesome RP map if its done that way.

The first screens have amazing lighting :D
Luke LukeLuke
Posted 18 years ago2006-06-27 20:56:03 UTC Post #187203
OMG.
Posted 18 years ago2006-06-27 21:02:20 UTC Post #187204
Holy shit, that's the most amazing thing I've ever seen done in the HL engine. How the hell do you make those awesome twisted pillars like that?????!?
Posted 18 years ago2006-06-27 22:06:00 UTC Post #187208
That part isn't that hard. :lol: I can remake it if I like very easly, the problem is thinking on that!
Posted 18 years ago2006-06-27 22:06:08 UTC Post #187209
omfg...how did he do the pillars I must know I MUST KNOW I will kill to know.
Posted 18 years ago2006-06-27 23:41:49 UTC Post #187226
<downloading>

Looks very similar to Rimrooks work, but even more detailed, and with ultra-smooth rounded edges.

Can't wait to play this!
I MUST KNOW I will kill to know.
LOL!
Posted 18 years ago2006-06-27 23:47:18 UTC Post #187228
You can already play it, there's a download there.
Posted 18 years ago2006-06-28 00:05:57 UTC Post #187229
Um yeah no shit... notice the <downloading> from my post? (Just Kidding elon, but seriously :P)

+8000 wpolys!

Suprisingly similar to Rimrook's style, but Rim's maps are better imo because they are completely playable. Still, I'm completely impressed by this guy's work, and you can bet I will be studying some of his techniques.

The biggest thing I'm impressed by so far about this map, is how smooth everything looks... really, really cool stuff.

edit:That second map is worth a look too... ultra-hi r_speeds, but completely inspiring just the same :)
Posted 18 years ago2006-06-28 00:26:55 UTC Post #187233
Woops, didn't see the <downloading> part. Makes sense that I wouldn't see it, since it's the first thing in the post :nuts: . I guess I was going a bit fast... And did you just call me Elon?
Posted 18 years ago2006-06-28 03:50:02 UTC Post #187257
Guys, the pilar is actualy quite simple, he just created a basic form and then twisted it each segment on the Z axis.I can only say try it yourself!
Posted 18 years ago2006-06-28 03:59:50 UTC Post #187258
Yeah? Well if it's that simple, why don't you make an example map?
Posted 18 years ago2006-06-28 04:11:05 UTC Post #187260
hrmmm, "how to brush" example maps don't work. If anything it would turn into a prefab, but no, its not hard to make.
TheGrimReafer TheGrimReaferADMININATOR
Posted 18 years ago2006-06-28 04:18:45 UTC Post #187261
im doing so right now :) .
Posted 18 years ago2006-06-28 04:44:10 UTC Post #187265
(Just Kidding elon, but seriously :P )
What the heck are you atalking about, rowleybob? Did you mix me with srry?

He must have used 32 segments for each arch! Thats just the stupidest way to make a map unplayible, He could easly reduce the wpolies to 1000 if he only used 8 segments.
Posted 18 years ago2006-06-28 04:49:47 UTC Post #187267
Yeah, but did you notice he also scaled down all the textures to at least something like 0.70 or 0.60?

EDIT: Not responding to Mr. Spammer.
Posted 18 years ago2006-06-28 04:57:57 UTC Post #187268
I scale some textures down to 0.5 all the time.

Anywho, Rimrook is actually better, because it's harder to balance nice visuals and nice performance, this guys maps are generally unplayable to most people as opposed to Rimrooks, and most of ours. :glad:
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-06-28 04:58:41 UTC Post #187269
Holy crap! That map would burn my computer!
Posted 18 years ago2006-06-28 05:02:55 UTC Post #187270
Strider: Yeah, but you don't scale every single one down to at least half its size, do you? That kind of thing can have a major hit on performance, and usually isn't even noticed.
Posted 18 years ago2006-06-28 05:07:40 UTC Post #187271
Jimmi, that computer of yours isn't that bad so it's not a good example in this case. 1gig of ram is good, and for Hl1 it's over the top. There is very little wonder that it works on your computer.

Edit:

If he scaled down the textures to 0.5 then he is a greater fool then I thought he is. Rimrook can do better. I've seen him do similar things but less high poly, that means that there is a chance rimrook can do the things you see in the map with very little problem, and better.
Posted 18 years ago2006-06-28 05:11:25 UTC Post #187272
Strider: Yeah, but you don't scale every single one down to at least half its size, do you? That kind of thing can have a major hit on performance, and usually isn't even noticed.
Yes quite so, i tend to leave wall textures and floor textures at 1, scale down trims and smaller details to 0.5 or 0.75, and scale up mountain-faces or terrain to 1.25 or somewhere around that.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-06-28 05:22:09 UTC Post #187273
0.5? You meant 0.50, right? 0.5 would be absolutely insane.

Anyway, what is this, a Rimrook vs. whatever-the-other-mappers-name-is contest?
Posted 18 years ago2006-06-28 05:24:06 UTC Post #187274
0.5=0.50

0.005= 5:1000
0.05= 5:100
0.5= 5:10
Posted 18 years ago2006-06-28 05:33:20 UTC Post #187275
Ah, I thought it was a simple mistake from you. I still like underestimating people on the internet, even after being here.
Posted 18 years ago2006-06-28 06:06:10 UTC Post #187278
Wow. That is fantastic!
The level of detail is superb.
Posted 18 years ago2006-06-28 06:18:17 UTC Post #187279
Screenshots look nice! Very nice style.
But give me a wpoly budget of +8000 and I'll see what I can do with it. 470 wpolys do the job fine, so it would be nice to experiment.
That's not to say the map is bad, but
it's harder to balance nice visuals and nice performance
like Strider said.
Posted 18 years ago2006-06-28 06:25:03 UTC Post #187280
rubbish imo
Posted 18 years ago2006-06-28 06:32:06 UTC Post #187281
I don't get the whole "best mapper evr lol" comments that HIT people are handing out. It looks great, but I could sit down and make something that looks incredible by adding extra faces and setting lightmap scales low and generally applying unnecessary or frivolous detail and it would run like crap but look great. As most people have said there's a balance between performance and playability and it's clear that this is a visuals map and not intended (hopefully) to be fully playable. Some of the best work on the HL1 engine visuals wise, I must say, though. I really think some of that brushwork is quite interesting in some of the areas and similar techniques could be applied to Source as well. Brushes are becoming obsolete, though =/ - models for the win!
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-06-28 06:37:15 UTC Post #187283
Brushes are becoming obsolete, though =/ - models for the win!
For HL1 though, they won't cast shadows, so that's the biggest drawback for us "old timey" mappers. And part of the fun of working with an old engine, at this point, is seeing how far you can push it.
Posted 18 years ago2006-06-28 06:41:09 UTC Post #187284
There are a maximum values for brushes, faces, clipnodes etc. The engine has its limits, and they are not unknown.
If it comes to doing something complicated, I'd rather use the Source engine, since it was designed for that. HL1 maps should all work on 300 Mhz machines :D
Posted 18 years ago2006-06-28 06:50:42 UTC Post #187286
The limits may not be unknown, but that doesn't mean that it's known how good you can make it look with those limits, eh?

You're completely right though, it makes more sense to do stuff like this in Source. I still believe, however, that it's a lot more amazing when I see this kind of stuff done in the the Goldsource engine.
Posted 18 years ago2006-06-28 08:39:54 UTC Post #187299
oh holy shit thats a HALFLIFE 1 map, I thought it was source at first, thats bloody impressive
Posted 18 years ago2006-06-28 08:58:25 UTC Post #187302
Dude...

I agree with Rabid...Impressive but not WOW.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-06-28 10:50:09 UTC Post #187316
You can't just rotate them on the z-axis, the transition while twisting isn't smooth. And if you try to smooth it it out by lining up all the bottom verteces you get invalid brushes. I tried it, it doesn't work. He must have some special method for doing it.
Posted 18 years ago2006-06-28 10:52:19 UTC Post #187317
It's WOW allright, i haven't played em yet, but you can tell from the pics that it won't be a happy experience, i smell some lag.

I think HL1 mapping is much more fun, see how good and complex you can make it without making it lag, it's a fun challange. I haven't mappen for a while but im gonna pic it up again, and for once im going to finish something. And im gonna make you go WOW ;)
Posted 18 years ago2006-06-28 11:25:16 UTC Post #187319
Mmm. It does lag.
At least more than my own "Kaufmann House" and much more than "Serene" for HL2.
Posted 18 years ago2006-06-28 11:39:58 UTC Post #187324
I'm still waiting for somebody to tell us how dto do those pillars... it hurts my brain to think of how he did it. I tried to decompile for clues, but alas, it doesn't seem to work.

So, the race is on! First to figure it out wins the internet! :P
Posted 18 years ago2006-06-28 11:41:27 UTC Post #187325
I'm working on it.
Posted 18 years ago2006-06-28 11:47:35 UTC Post #187326
:aghast:
Looks amazing.
If you notice the thread he says its his last cs1.6 map. personally i dont think he should stop making them because me's damn good at it lol. Some models here and there wouldnt be too bad either....
Tetsu0 Tetsu0Positive Chaos
Posted 18 years ago2006-06-28 11:58:20 UTC Post #187327
Clip tool?...Just make a tiny brush, clip at angle, add another and clip to make a twisted thing...Come on!? This is TWHL...We're not amateurs.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-06-28 12:00:12 UTC Post #187328
Show as an example then. It's not that easy.
Posted 18 years ago2006-06-28 12:02:13 UTC Post #187329
haha nothing is as easy as the clip tool.

It looks like a model in the screenshots, because there are like NO angles at all in the curves. I'm still trying to do the z-rotated thing.
Posted 18 years ago2006-06-28 12:03:10 UTC Post #187330
Habboi: Talk is cheap, like your mom :P (Just kidding, but seriously)
Posted 18 years ago2006-06-28 12:06:03 UTC Post #187331
Hey that accusation needs proof...:O
Maybe I am looking at the wrong pic so someone circle this twisted pillar and show me...In fact somewhere in my pic folder is a twisted pillar...I'll go see.
User posted image
Yay...Oh shit I just noticed what you were all talking about...Hmm...Vertix? :D
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-06-28 12:13:46 UTC Post #187332
That's not a twisted pillar. It's two separate twisted structures forming an helix. The one we are trying to make is compact.
Posted 18 years ago2006-06-28 12:26:58 UTC Post #187333
Hence my edit:
Oh shit I just noticed what you were all talking about...Hmm...Vertix?
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-06-28 12:28:04 UTC Post #187334
I MADE IT!!!!!!! and there were no invalid brushes! But as I tried to move it hammer crashed. There must have been 2000 brushes in the single pillar. I'll try to make it again, but I don't think hammer can handle it.

Here is a screenshot, I tried to compile and every brush got an error. (but they are all simple triangles?)
User posted image
Posted 18 years ago2006-06-28 12:58:10 UTC Post #187335
That doesn't look very smooth =/
Posted 18 years ago2006-06-28 13:03:07 UTC Post #187336
Looks like it to me. For all we know, Skarrj's all had errors too...

Unless somebody comes up with a better one, VOX wins the Internet!(though, you were almost disqualified for the ImageShit hosting lol :P )
Posted 18 years ago2006-06-28 13:03:23 UTC Post #187337
its easy how he did the smoothing in the map, there should be a CSG or RAD command with wich you can set the gaurad shading(what was it called again?). You should check batch compiler's settings, it should be in there somewhere. He just changed the angle to 0 or 359.
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