TWHL Cubicles Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Created 14 years ago2010-02-24 14:38:13 UTC by Rimrook Rimrook

Posted 14 years ago2010-03-27 17:11:22 UTC Post #280049
Is that 512x512x512? :\
Yep.

Can I have any other comments? Even some small ones? I'd like to know whether or not you guys think I'm restarting on the right track.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-27 17:29:47 UTC Post #280050
It's looking good, but I can't think of much to say about it.
Posted 14 years ago2010-03-27 17:43:56 UTC Post #280051
It looks like something right out of Black Mesa, and makes me think of something you might see in an official Sven Coop campaign.
You've done a good job with varying the lighting in such a small area. Some subtle env_glows would really make the light shine even more.
I feel like the ladders and rails should be made of brushes instead of transparent textures.
The water looks too bright in such a dark place. Go ahead and swap that out for a darker texture.
You might be overusing that yellow stripe trim texture by applying it to every single trim in the map. The catwalk and concrete edges are nice, but I don't like it on the thresholds.
Posted 14 years ago2010-03-27 17:46:59 UTC Post #280052
So here's an ingame screenshot as requested:
User posted image
Nothing very special here. It's as messy as most of my maps :D. Except there are all kinds of usable/dynamic objects in my map :P
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-27 18:03:58 UTC Post #280053
I feel like you're afraid of having your map being called blocky, so you're trying to hide it with complicated textures. All in all, it needs to look a lot more simple.
User posted image
Posted 14 years ago2010-03-27 18:25:52 UTC Post #280054
It's a screenshot made in noclip mode- and area without acces. Most of the problems you pointed there won't be ...a problem in-game :). What you observed is actually me trying to scale everything between 0.2-0.5. Hey, it's a 512x512x512 map, we have much freedom don't we? :D
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-27 18:31:10 UTC Post #280055
The bubbles intrigue me.
Posted 14 years ago2010-03-27 21:17:49 UTC Post #280056
I don't think I've ever seen env_bubbles used in a non valve map.
Look forward to seeing it run.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2010-03-28 03:34:43 UTC Post #280058
Darkie: looks pretty good to me! = )

Striker: that looks fantastic! can't wait to see it in the game.. =)

tjb/muzz/know: same here! i'm starting my third attempt right now...

D

kdunivan: Soup was just trying to help you. You shouldn't take things so personally and take a little criticism, especially when you make an semi-unintelligible post(we are all guilty of this from time to time). I think everyone is pretty nice/lenient around here but that's just my opinion..

Sajo: Yay glad you're in this too! (still waiting for your rooms entry.. =P)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-28 03:47:36 UTC Post #280059
Striker: What Captain Terror said. :)

I made the changes Soup Miner suggested, and it does look quite a bit better, particularly the ladders and rails. The water still looks too bright, though. Is it even affected by the light around it?

Apart from that, I think it just needs more detailing, now.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-28 04:54:22 UTC Post #280061
Nah, it isn't. Water is fullbright all the time, unfortunately.
Posted 14 years ago2010-03-28 05:14:34 UTC Post #280062
yeah i hate that func_water comes out fullbright. is there any way around this?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-28 05:25:59 UTC Post #280063
As far as I know you can only either make the water more transparent, or use a darker texture.
Posted 14 years ago2010-03-28 14:24:27 UTC Post #280064
Heh, I was about to ask the same questions about water.
The bubbles intrigue me.
It's just the side-effect of a special effect :D.
Oh um.. btw, the special effect is just a cheap joke I attempted. Meh... you'll see :P.

[EDIT] After my last modifications and some modifications in progress, I challenge you to make a map with more entities than mine =)).

[EDIT2]I uploaded the map.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-28 15:17:32 UTC Post #280070
yeah, I have to admit that it was pretty unintelligible. It was a little hard to explain in the first place but I think I got my point across.

And yes, this is a pretty critical place sometimes. Just wish we could stick to being critical with the maps instead of being crtical with the people. I like you guys that's why I stick around. Can't find people anywhere else on the planet like you guys. Keep up the good work.

I ain't mad!

and my entry is almost done but again, it's source. lol
Posted 14 years ago2010-03-28 15:23:35 UTC Post #280071
I'm 75% sure that Captain Terror will be the first to post something about my map =)).
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-28 17:40:36 UTC Post #280073
I'm 75% sure that Captain Terror will be the first to post something about my map =)).
Nope, me. :)
That is one messed up map. Messed up as in weird, but neat. Though I've noticed some issues in your map that should require attention:

1. Spelling errors and weird dark rectangle:
User posted image
2. Make it so that the water in the crate with the creature can slosh out and make the floor wet (or just lower the value of the wave height property):
User posted image
3. Fix face splitting and change clock texture to CLOCK2C:
User posted image
4. If the player is not supposed to go outside the walkable portions of the map, add CLIP brushes to prevent that:
User posted image
5. Looks weird:
User posted image
But if you fix problem 4, this one should be automatically fixed as well.
Posted 14 years ago2010-03-29 00:26:27 UTC Post #280076
Oh, I forgot to look at it!

Btw, there are textures of clocks without hands which you can use to avoid that odd situation in the screenshot above.

Edit:
That's a bizarre map. And I fell of the edges so many times it wasn't funny anymore. MOAR CLIP!!
Posted 14 years ago2010-03-29 03:04:43 UTC Post #280078
User posted image
Patched up.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-29 06:36:45 UTC Post #280085
I can't see the screenshots, Muzz. I'll try that later(maybe it's from my internet connection, but I can't access your site too).
Well, because it's a cubicle, I just decided to start from the layout of those stairs and add things. I didn't have a central theme at all. It's like a dream .... and that's why it got so weird.

I promise I'll make a thematic map someday so you all feel better :D.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-29 06:58:03 UTC Post #280086
I think mine was inspired by undertow and lambda bunker. I like how it's turning out.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-29 11:50:44 UTC Post #280093
Question:
Is it the entire map that must not exceed 512 cubed, or the playable area. <notions of mirrored rooms and balconies dance in my head..> (if this has been covered already i apologize unreservedly)

)

Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-29 13:05:02 UTC Post #280095
I think the playable area.
[EDIT] Still can't view those screens, Muzz.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-29 13:36:38 UTC Post #280097
How about now?
Posted 14 years ago2010-03-29 14:00:13 UTC Post #280098
@Darkie, that looks good! I want to look at it ingame.

And regarding my own cubicle, it might be slightly delayed. I just need to figure out how to make the ending, but uni will take some time away from my days now.

I still hope it'll be up this week!
Posted 14 years ago2010-03-29 14:06:07 UTC Post #280099
Oh I can see them now. But I don't think I will bother fixing those, I'm too busy atm. Anyway, I didn't know a lot of you have the sickness of jumping everywhere. I thought clip wouldn't be necessary :D.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-03-29 14:53:47 UTC Post #280100
Darkie: your progress looks good! (didn't notice the update last time i posted)

)

P.S. - Finally found a theme/idea (3rd attempt) i plan on sticking with... CHEA!!1 =P
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2010-03-29 21:27:10 UTC Post #280111
Wow that looks good darkie. I got my idea "FINALLY"
Posted 14 years ago2010-03-30 16:39:43 UTC Post #280122
I let all map ideas "brew" a little. The more you try and rush something the more it's not going to happen or your get bored to tears with it. I usually create what I can for the day and when the ideas stop coming then I give it a rest. I find that I get more good ideas if I think about the map "away" from the computer rather than sitting there trying to make something happen.

Did anyone get to look at my source cubicle entry wip screenshots?
Posted 14 years ago2010-03-31 02:05:07 UTC Post #280133
Disco Stu is stuck.

My cubicle is nearly finished. I'm just having trouble with weapon placement. I put weapon_9mm and ammo_9mmclip, but only the gun appears ingame. I don't want to put the clips on the floor.

Except for this, my cubicle is completed. Anyone care to take a look? http://www.twhl.co.za/vault.php?map=5470
Posted 14 years ago2010-03-31 02:59:48 UTC Post #280137
Is it the entire map that must not exceed 512 cubed, or the playable area?
I'm working under the assumption that it's the entire map.
Jessie JessieTrans Rights <3
Posted 14 years ago2010-03-31 03:03:53 UTC Post #280138
I really, really, really hope it's acceptable that I was forced to move a ceiling slightly upwards so monster_grunt_repels aren't stuck in it.
Posted 14 years ago2010-03-31 03:14:37 UTC Post #280139
uh...512x512x512 Only rule to follow.
Posted 14 years ago2010-03-31 21:39:32 UTC Post #280149
Almost finished... will post VERY soon...

Update: Go look at it! http://www.twhl.co.za/vault.php?map=5463
Posted 14 years ago2010-04-03 11:53:18 UTC Post #280225
I've released mine:
http://twhl.co.za/vault.php?map=5472

Bigger screenshot:
User posted image
Posted 14 years ago2010-04-03 12:39:42 UTC Post #280226
Again, I can't see your image.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-04-03 12:40:37 UTC Post #280227
I see it.
Oskar Potatis Oskar Potatis🦔
Posted 14 years ago2010-04-03 15:26:54 UTC Post #280232
So can I. Downloading it...

Edit: I wonder why noone has commented on mine yet. I'm dying to find out what everyone thinks of the finished version. Because it's the first time I post a complete map.
Posted 14 years ago2010-04-03 16:24:04 UTC Post #280234
I gave you a semi-rating already. I downloaded it but I don't have really have HL1 set-up correctly so I opened it in hammer(source).

Really good map although I cannot see all the "workings".

The third floor is a little small and has no exit or door.

Other than that it was a nice map!

Atom: Liked yours too! You are a good mapper. Alot of attention to detail and not just the inside but everything you can't see as well.
Posted 14 years ago2010-04-03 16:43:44 UTC Post #280235
You'll need to play to see "the workings". No Hammer cheating :P

So Hammer 4 can open BSPs?
Posted 14 years ago2010-04-03 22:06:58 UTC Post #280241
I can open the .rmf file with hammer (source).

I will get my HL1 stuff setup right again...when I can find some time.

I don't usually intrude on someones bsp's. If you haven't included the source file then I don't crack it all open just to look at it.
Posted 14 years ago2010-04-03 23:34:25 UTC Post #280245
Oh. You downloaded the old file. Check again, there's a compiled BSP there now.
Posted 14 years ago2010-04-05 01:00:14 UTC Post #280251
Updated version of my cubicle entry now with fuzzy background fog action:
http://twhl.co.za/vault.php?map=5474
User posted image
Please comment and whatnot.
Posted 14 years ago2010-04-05 01:06:00 UTC Post #280252
DLing. New floor texture? Does it have your name now? I'm not sure I saw it in the previous version.
Posted 14 years ago2010-04-05 01:17:02 UTC Post #280253
Yeah, it had my name in the intro.
Posted 14 years ago2010-04-06 05:24:39 UTC Post #280284
I saw all the awesome entrys to the compo from the likes of soup miner, mighty atom and striker and I felt like I had to redo my crappy one, so I did, here it is: :P

http://twhl.co.za/vault.php?map=5476

User posted image
Skals SkalsLevel Designer
Posted 14 years ago2010-04-06 08:28:48 UTC Post #280285
I'm loving the look of Soup Miner's entry. Yum.
Posted 14 years ago2010-04-06 11:19:17 UTC Post #280286
Sigh Here are the rules.

512x512x512 is all you have to work inside. You cannot have anything outside that space except your outer most walls/floors/ceilings/skybox. That means you cannot go outside that area for scenery or any other extra mapping. The idea is the containment and use of a tiny.

Although I must say, I would like to see some of these cubicles expanded into a full map and loaded onto the server in the future. :)
Rimrook RimrookSince 2003
Posted 14 years ago2010-04-06 11:41:44 UTC Post #280287
Since when do you have a full HD monitor skals ? :D.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2010-04-06 13:23:57 UTC Post #280288
i've had it for like a year >.>
Skals SkalsLevel Designer
You must be logged in to post a response.