Small Maps for 1v1 Created 17 years ago2007-02-21 01:34:54 UTC by satchmo satchmo

Created 17 years ago2007-02-21 01:34:54 UTC by satchmo satchmo

Posted 17 years ago2007-02-21 01:34:54 UTC Post #213209
I am looking for the best HL2DM maps that are suitable for 1v1 gameplay.

I want more custom maps on my game server rotation, but I don't want large maps that dilute few players. I don't want people to run around in the map and never find each other.

Any suggestions?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-21 03:16:01 UTC Post #213213
2 cubicles and a hallwaY. Sorry but I never have liked 1v1 maps .. :sarcastic:
Posted 17 years ago2007-02-21 03:47:30 UTC Post #213214
Don't disparage small maps.

I'm evaluating dm_drift now. It's a truly gorgeous map, and it's small.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-21 04:17:06 UTC Post #213215
I made a very tiny office map for HLDM once that would only have been suitable for 3-4 players at most. It was my very first, and still only HLDM map. Not that it'd be useful or anything...

/offtopic
Posted 17 years ago2007-02-21 11:33:32 UTC Post #213238
I actually have an idea for a map, but I just don't have time to make it myself. I am working fourteen hours a day, seven days a week during this flu season.

It's going to be called dm_vertico (a combination of vertigo and vertical). It has a combine theme, and the arena is inside a missile silo.

It has four levels, with a central silo and two concentric layers surrounding it. The inner layer has various platforms sticking out, allowing the players to engage one another from the various levels.

In addition, there are combine balls floating along the side of the silo, and the player can zap the balls with the g-gun as ammo (but not able to pull the balls out and shoot them).

The elevator shaft for Episode One was the original inspiration for this map.

If anyone is interested in making this map, let me know. If it's done well, I'll be sure to run this on my server.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-21 12:00:41 UTC Post #213240
Hugh's map can be added
Posted 17 years ago2007-02-26 14:15:57 UTC Post #213980
I ended up making dm_vertico myself.

It still has a lot more work to be done, but the basic layout is set.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-26 14:22:54 UTC Post #213983
Posted 17 years ago2007-02-26 15:26:18 UTC Post #214005
Thanks for the tip, but I want to make dm_vertico both gameplay friendly as well as easy on the eyes. :)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-28 00:19:46 UTC Post #214256
I want to advertise GamingParents somewhere in dm_vertico.

How do I incorporate an image as a texture into a map?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-02-28 00:26:53 UTC Post #214257
Posted 17 years ago2007-02-28 01:43:22 UTC Post #214261
http://twhl.co.za/tutorial.php?id=89

Save the image as a targa and follow that tutorial. Really easy. :)
Trapt Traptlegend
Posted 17 years ago2007-02-28 09:29:42 UTC Post #214299
You can actually simplify the process by using VTFEdit, which is yet another Nem creation. Very handy, as it also handles the normal maps.
AJ AJGlorious Overlord
Posted 17 years ago2007-02-28 09:39:28 UTC Post #214300
i could do it for you if you just want it done quickly, although the texture creation process is one that should be learned.
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-02-28 10:27:06 UTC Post #214304
For creating the vtf part of the material, the easiest way is having Photoshop and the VTF plugin.

The vmt is really simple. Something like this would work

[b]"LightmappedGeneric"
{
"$basetexture" "yourfolder/yourtexture"
}
[/b]

More useful info >> http://developer.valvesoftware.com/wiki/Material
Posted 17 years ago2007-02-28 21:43:13 UTC Post #214360
Thanks guys! :)

I have another question.

I want to set up a "trap" in the missile silo so that when a player presses a button in a control room, there is a count-down before all the players inside the silo will die (from a massive trigger_hurt). This same concept is used in the official dm_runoff.

My questions are:

1. How do I set up a timer?

2. How do I set up an alarm sound that is audible throughout the entire map?

3. Do I trigger a func_trigger with "On_Use" and output to "Activate" the trigger_hurt?

4. Another button (inside the trigger_hurt area) will turn off the alarm.

Thanks in advance! :)
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-01 08:23:24 UTC Post #214426
This same concept is used in the official dm_runoff.
crossfire anyone?

1. umm. delay before trigger?

2. ambient_generic | flags: play everywhere.

3. what?

4. this is a question how?
Archie ArchieGoodbye Moonmen
Posted 17 years ago2007-03-01 14:55:35 UTC Post #214464
There is an effect for which the area looks "blurry" as in a gas leak or high heat. It's seen in the Ravenholm gas trap.

Does anyone know how to implement that? I don't know what it's call so I cannot search for the Wiki for tutorial.

Thanks.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-01 15:13:56 UTC Post #214469
Use an entity called env_steam, and choose the option for "heat distortion" or something very similar. The effect will always be a cone, and you can specify how big it will be. Framerate drops while looking through the distortion, but since it's a small map you won't have any problems.
Posted 17 years ago2007-03-02 04:00:44 UTC Post #214570
I am having problems with the bombing effect.

I created a very small test map to test the setup.

Can anyone take a look at the problem map and let me know how to fix it?

Thank you.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-02 19:54:41 UTC Post #214676
Here you go >> http://twhl.co.za/mapvault_map.php?id=4457
I used the "SetDamage" parameter of the trigger_hurt to control it more precisely. I also got rid of the logic_relay and the env_fade outputs.
Posted 17 years ago2007-03-03 21:26:53 UTC Post #214859
Thanks, Kasperg. I'll take a look at your example when I get home.

I am on-call at the hospital today.
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-04 10:46:02 UTC Post #214924
I lost it when my house burned down and my other PC was toasted.
Wohoahoah!

Heavy Duty!
Posted 17 years ago2007-03-04 19:09:55 UTC Post #214988
I am releasing the last beta version of dm_vertico.

It's being playtested at 209.247.83.150:27015 (HL2DM).
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-04 19:48:08 UTC Post #214993
It looks and feels much better now, but some areas are still very hard to distinguish one from another.
The green lighting in the lower area is the way to go. Although I'm not sure what else you could do.
Adding a skybox is nice, although there's also more room for detail there.
Posted 17 years ago2007-03-04 20:09:29 UTC Post #214995
I just playtested it too. The transition from green to blue to yellow lighting thoughout the map adds some nice depth and interest, especially because a similar theme of architecture has been used throughout. No sound, but I think that's because of the issue you posted in the Source forum. I'm not sure if you were trying to recreate Combine architecture or make a variation upon it, but the map looks great. The only issues I found with it were some rather low ceilings and an extremely low skybox. You'll want to raise those up to make room for grenades and flying ragdolls :) .

Keep it up, and I'll be sure to play-test the next version when you release it!
Posted 17 years ago2007-03-04 21:03:42 UTC Post #215002
Thanks for the feedback. :)

I'll take all those suggestions into consideration for the next update.

P.S. Did anyone try the trap?
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
Posted 17 years ago2007-03-05 16:38:01 UTC Post #215064
Additional improvements have been made.
  • 3D skybox modified
  • skybox brush raised
  • player_clip added (prevent from jumping out of the map)
  • RPG added in secret compartment
  • alarm now plays properly
  • minor performance enhancement
The latest version (beta5) is on the server now: 209.247.83.150:27015
satchmo satchmo“Ever tried. Ever failed. No matter. Try again. Fail again. Fail better. -- Samuel Beckett”
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