The "Official" Competition 27 Created 14 years ago2009-06-08 01:26:32 UTC by TheGrimReafer TheGrimReafer

Created 14 years ago2009-06-08 01:26:32 UTC by TheGrimReafer TheGrimReafer

Posted 14 years ago2009-06-16 18:52:28 UTC Post #268315
Striker. You suck.

Give me a real answer or don't say anything.
Posted 14 years ago2009-06-16 19:02:28 UTC Post #268316
Real Answer.
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-16 19:26:34 UTC Post #268318
Yes, you can block off areas after the player has gone through them if it helps with gameplay. Just make sure that it isn't blocked off to start with.
Penguinboy PenguinboyHaha, I died again!
Posted 14 years ago2009-06-16 19:39:26 UTC Post #268319
Gameplay considerations is a big valid reason to modify a part of the layout. For deathmatch-like entries, not so much.

Here's is Penguin's sentence alphabetical.

after areas block blocked can gameplay. gone has helps if isn't it it Just make off off player start sure that the them through to with with.Yes, you
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-16 20:55:10 UTC Post #268320
after areas block blocked can gameplay. gone has helps if isn't it it Just make off off player start sure that the them through to with with.Yes, you
Got me giggling for some reason. Kind of like something Yoda with Parkinson's disease would say. :lol:
Daubster DaubsterVault Dweller
Posted 14 years ago2009-06-16 23:57:34 UTC Post #268323
While the idea of an actual prize is appealing, I dont believe its necessary. The recognition is enough for me :) and I get my laptop back tomorrow!!! WOOHOO!!! So look out!!
Posted 14 years ago2009-06-17 07:33:57 UTC Post #268327
Daub, you're terrible.
Terribly funny, that is.
And @ Hotdog: Grats. Can't wait to see what wonders you'll produce this time around.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-19 21:55:08 UTC Post #268535
one question...where the two layers overlap in the bottom right area...lets say the small tunnel is going under the larger area. Can i have a hole or something that allows you to drop down into the tunnel???
Posted 14 years ago2009-06-21 16:56:50 UTC Post #268638
I just realized ill have 9 days less than everyone because on the 10th of july im leaving for vacation...
Posted 14 years ago2009-06-21 19:00:05 UTC Post #268643
Better get mapping then.
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-24 08:34:42 UTC Post #268788
So how's everyone's progress so far?
Mine : +/- 20% Complete
Slow mapping is slowwww..
once i get that done tho, i can move on to entities, yay!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-24 10:35:00 UTC Post #268792
im about 95% general structure done...about 20% detailing done
Posted 14 years ago2009-06-24 11:10:27 UTC Post #268797
Yeah. That's what i origianlly meant. I have layout in dev, and only one real section mapped.
But it was the most intricate section, so hopefully the others go nice and smooth.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-26 01:26:50 UTC Post #268934
Structure is done, like Hotdog's.
Picking textures now, followed by fine details.
Posted 14 years ago2009-06-28 02:41:18 UTC Post #269001
Structure: 100%
Detailing: 95%
Entity Placement: 95%
Lighting: 0%
Posted 14 years ago2009-06-28 02:43:27 UTC Post #269002
Im glad to hear it. You're a quick one ;o
TheGrimReafer TheGrimReaferADMININATOR
Posted 14 years ago2009-06-28 04:26:14 UTC Post #269008
:P

Lighting: 100%
Doing a test full compile and then optimisation runs.
Will post pics in a few hours when it compiles
Posted 14 years ago2009-06-28 04:58:11 UTC Post #269009
Structure: 100%
Detailing: 90%
Lighting: 70%
Textures: 5%

Bleh. Needs more love.
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-28 07:41:43 UTC Post #269014
Overall Completion: 0%
Posted 14 years ago2009-06-28 08:11:24 UTC Post #269017
Overall Completion: 0%
Me too. I've gotta finish a gmod map first.
Striker StrikerI forgot to check the oil pressure
Posted 14 years ago2009-06-28 09:16:49 UTC Post #269024
You guys are slakin!!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-28 16:16:28 UTC Post #269056
Is it alright if I fill the empty spaces in with boxes (goldsrc) and cargo containers? As detail of course.
Moaby MoabyMk. III
Posted 14 years ago2009-06-28 16:25:18 UTC Post #269057
of course.
Archie ArchieGoodbye Moonmen
Posted 14 years ago2009-06-28 21:22:48 UTC Post #269075
Comments??? Its almost done!
User posted image
User posted image
User posted image
User posted image
User posted image
Posted 14 years ago2009-06-28 21:42:03 UTC Post #269076
oh my jesus....
Looks better than mine. :(
where's you get that skybox?
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-28 22:09:55 UTC Post #269078
AWSOME!!! :walter:
Notewell NotewellGIASFELFEBREHBER
Posted 14 years ago2009-06-28 22:48:03 UTC Post #269079
User posted image
User posted image
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-28 23:15:11 UTC Post #269080
Lol Rimrook! And I downloaded them off FPSBanana, it was from the Counter-Strike Skybox directory
Posted 14 years ago2009-06-28 23:42:30 UTC Post #269081
User posted image
You should use one texture along the wall that fades from black to orange instead of stacking brushes like that. It would look a lot better.
Posted 14 years ago2009-06-28 23:54:28 UTC Post #269082
Nice! Textures especially. I have one tip:

Make the lava waterfalls tapered like this-

|*********|
\*********/
--\*****/--
---\***/---
rather than straight-down like you have them-

|*********|
|*********|
|*********|
|*********|
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-06-29 00:17:45 UTC Post #269084
Instead of a solid color for that volumetric fog from the lava in that last screenshot, make a texture thats the same solid color but fades as it gets closer to the edge. It'll take that facetted step-like off.

Kinda like what I did here.
User posted image
EDIT: Or just do what World Crafter said. That's probably better.
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-29 00:22:28 UTC Post #269085
sweet how did yo do the gradient like that?
Captain Terror Captain Terrorwhen a man loves a woman
Posted 14 years ago2009-06-29 00:44:43 UTC Post #269086
I hope that would work over a huge area because i'm at maximum limit with my visible entities. I have to create a volumetric fog so that when people fall in they die and the body is hid. So that it looks neater and also makes the death cam more appealing. I will try that. And the lava thing is actually already done CT, I did that after the last compile ;)
Posted 14 years ago2009-06-29 00:58:45 UTC Post #269087
I have to create a volumetric fog so that when people fall in they die and the body is hid. So that it looks neater and also makes the death cam more appealing.
Then do that texture along with wall, but put an opaque, orange illusionary near the bottom. It will blend in with the bottom of the fading texture, and the body will fall under it.
By the way, I hope all those layered brushes are one entity. If each brush is a single entity, it's a big waste.
Posted 14 years ago2009-06-29 03:04:23 UTC Post #269091
Here's what I have right now..

---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 30)
---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 60)
---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 100)
---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 150)
---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 200)
---------- ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 255)
GAP
---------- SOLID BRUSH (Colour 234 117 0) (Render Amount 255)

And ILLUSIONARY BRUSH (Colour 234 117 0) (Render Amount 255) around the edges to form like a box which the player falls in. So they are separate entities because if I combine them you can't see the faces underneath when they touch

EDIT: Ok, this is what I'll do. I'll use a texture like Rimrook's but with the fade only at the top, I'll paste that on the walls and slightly above the actual fog. Then I'll use Rimrook's exact texture on the layers so that it blends better.

EDIT2: Please let me know if I've broken any rules, I don't think I have.
Posted 14 years ago2009-06-29 03:38:08 UTC Post #269096
Or instead of having 8 different illusionaries with different ammounts, make a set of textures each lighter or darker than the others, then make the planes all one entity.

If the render mode is additive it should work fine.
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-29 03:47:32 UTC Post #269097
It reminds me of something out of a Quake game.

For those waterfalls, it would really help a lot of you stretched them vertically so they look like they're falling.

Also, sprites are your friend, along with env_shooters. I can just see lava chunks leaping out of those pools.
Posted 14 years ago2009-06-29 04:16:34 UTC Post #269101
Okay, the new textures look ok, but being additive i've got to make them more opaque because you can see through them all too well. And it will take some adjusting because they don't match the skybox very well.

Thanks for the idea srry, will do that straight away.
Posted 14 years ago2009-06-29 05:02:21 UTC Post #269106
Awesome map so far hotdog.. really nice textures! Almost look like halflife 2.

Ive mapped this part so far but detail and the area isn't completely done yet. I think im going to finish basic structure of the rest of the map before I continue with much more detail.

User posted image
Posted 14 years ago2009-06-29 21:29:23 UTC Post #269148
Ok, so I spent all last night compiling (6hrs 27mins) and got this:
User posted image
But I know what I've done wrong (I Think). I need to remove the upwards trim on the skybox side of it and make ALL layers additive. Then properly fit the top texture so that it fades against the skybox. But this means it's gonna open it up a bit more in space use. Never mind. BTW, r_speeds are peaking at 4000 wpolys and 6500 epolys. I'm hoping a full compile will fix this assuming my laptop can cope but are these too bad as they are??
Posted 14 years ago2009-06-29 22:33:39 UTC Post #269149
chop of the area and box it off as a separate map for testing?
i always here that "i spent xx hours compiling and it still has x problems"
_>
Posted 14 years ago2009-06-29 23:23:05 UTC Post #269150
That would still be a massive area. It would probably take a few hours at least.
Posted 14 years ago2009-06-29 23:52:07 UTC Post #269151
Kay then just do a little bit. How much area do you need to see it work on to know that it'll work?
Or make a small box map with the proper texture/atmosphere and try it. Then just do the same in the actual map.
Posted 14 years ago2009-06-30 00:11:01 UTC Post #269152
Almost 7 hrs to compile.. Is it source?
Posted 14 years ago2009-06-30 00:59:18 UTC Post #269153
clearly not.

just compile csg and bsp and don't worry about vis and rad. if you're just testing a little thing like that there's no point waiting 7 hours. it's been a while since i worked in goldsource so i'm not sure if additives n shit work without vis or rad but i'm assuming so.
Trapt Traptlegend
Posted 14 years ago2009-06-30 02:05:54 UTC Post #269154
They do...I get a good impression on what they will look like but a full compile is needed to see if they match with the lighting conditions...So I only do a full compile at night...otherwise I will just guess with smaller compiles. And no, it doesn't look like source at all (speaking of which, I need to get into source mapping [WHEN STEAM WORKS!!! AARRHH!!])
Posted 14 years ago2009-06-30 02:22:31 UTC Post #269155
r_speeds are peaking at 4000 wpolys and 6500 epolys
I haven't even hit that mark yet. o_O
Either way, I'm still looking at 2 minute compiles.
Rimrook RimrookSince 2003
Posted 14 years ago2009-06-30 08:13:55 UTC Post #269166
My compiles are right around 2-3 Minutes. It's just basic light_enviromnent, and displacements.

I scrapped the whole middle part of my map 2 days ago. Made more progress deleting stuff then i did trying to get those damn subdivisions to work.
Ahh well.
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2009-06-30 11:05:47 UTC Post #269174
I'm doing a snow map. I have only entered to improve my mapping experience. not to win... or am I?
Moaby MoabyMk. III
Posted 14 years ago2009-06-30 16:56:47 UTC Post #269178
As far as how well our maps run on Source, are we aiming for the original recommend specs? I'm doing mine in Ep 2 on a nv 9600gt, 3 ghz core2 duo, and 2 gb ram and it runs around 85 fps so I want to know if I can have those 25 fps for lunch.
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