Recreating HL1 maps Created 18 years ago2006-02-03 08:43:02 UTC by monster_urby monster_urby

Created 18 years ago2006-02-03 08:43:02 UTC by monster_urby monster_urby

Posted 18 years ago2006-02-03 08:43:02 UTC Post #161254
I've figured out a way to get into source mapping. Rather than simply converting your own HL1 maps to source why not remake them from the ground up. It takes more time but it gets you used to the system?

I remade a small coridor from questionable ethics in HL1. Its a WIP but i learned a lot of the textures and stuff just from what I've got so far.
User posted image
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-02-03 08:53:54 UTC Post #161255
Posted 18 years ago2006-02-03 08:57:13 UTC Post #161258
Why remake anything the way it was? Source is a new engine with new features, incorporate them into your map designing and come up with something new i say, bearing in mind i made a sequel to allout, with new ideas not seen in the original. I dont know, do what you will i guess...

Porting original maps is a dumb idea anyway, they'll look far worse then new, flashy source maps.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-02-03 09:02:18 UTC Post #161260
yes, but first you make the old map almost exactly the same, and then add the new stuff. e.g. instead of brush based cliffs use dispacements
Penguinboy PenguinboyHaha, I died again!
Posted 18 years ago2006-02-03 09:04:42 UTC Post #161261
nope, i build around the new features rather than build them around an old map - its a smarter idea.
Strider StriderTuned to a dead channel.
Posted 18 years ago2006-02-03 09:05:17 UTC Post #161262
everything except the glass and the vents looks great, urb...

for source, dont use a texture with a rendermode = texture.
use a glass texture which is already transparent. it'll look better. then make it a func_breakable_surf.

Dunno what you should do about the vents.. they just dont look right
Archie ArchieGoodbye Moonmen
Posted 18 years ago2006-02-03 10:50:03 UTC Post #161282
Why remake anything the way it was?
Agreed, but on the screenshot, it doesn't look now exactly the way it was in the original version : ...
Porting original maps is a dumb idea anyway, they'll look far worse then new, flashy source maps.
Agreed too, except if they are popular and players ask for them ! :)
Posted 18 years ago2006-02-03 12:22:22 UTC Post #161296
Looks pretty Boss! Remember that Source can do bigger, and better looking maps depending on how you optimize, Create all brushed with NODRAW texture, dont intersect brushes, (IF you do, vertex manip so it wont go in) Set waterlog controls to transition water to cheap, cubemaps, build cubemaps, and use HDR! 3d skybox everything that you cant wonder into. Even rooms! ITs quite simple and is very good for r-speeds. YOu prob know all this, but I felt like writing it :)
Posted 18 years ago2006-02-03 16:43:20 UTC Post #161347
Lookin' good! Keep it up.
Posted 18 years ago2006-02-21 02:17:14 UTC Post #164206
Looks pretty good, but if i did this i would try to make the levels a little more detailed, and change some of the gameplay to take advantage of of the source engine.
Posted 18 years ago2006-02-21 09:48:42 UTC Post #164236
The main areas where a Source map can improve over an original:
-Texture resolution and texture properties (normal maps, shaders, overlays etc)
-Lightmap resolution.
-Better terrain
-Use of physics
-Use of props, cables and little details.
-Bigger maps, more polygons, huge 3d skyboxes.
________________________________________
If you can implement some of those into an existing HL1, then it's probably worth it if the map was good.
Porting original maps is a dumb idea anyway, they'll look far worse then new, flashy source maps
Original & Ported map
Posted 18 years ago2006-03-19 02:42:45 UTC Post #169439
Posted 18 years ago2006-03-19 06:27:54 UTC Post #169461
You know, one of the moderators here is on the BM:S team ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 18 years ago2006-03-19 06:28:21 UTC Post #169464
True that ;]
RabidMonkey RabidMonkeymapmapmapfapmap
Posted 18 years ago2006-03-19 09:26:31 UTC Post #169497
There is? Which one?

Good remakes although I can easily tell you just copied the architecture..well the mountains I assume.
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-19 13:26:11 UTC Post #169523
:P That was a joke ;P
Habboi HabboiSticky White Love Glue
Posted 18 years ago2006-03-19 16:46:57 UTC Post #169554
lolol.

Looks neat Urb! However the slanted glass on the straight up-and-down frame looks weird to me, even if that was how it was done originally.
Posted 18 years ago2006-03-22 12:02:12 UTC Post #170207
I thought this thread had passed away in its sleep :quizzical:
monster_urby monster_urbyGoldsourcerer
Posted 18 years ago2006-03-22 23:20:41 UTC Post #170354
Yeah, usually when I map for Source, I typically use my HL1 err... techniques to construct them. In other words, most of my Source maps look a lot like my HL1 maps except they are more detailed. Oh yeah and some of your BM:S maps look really nice Rabid. I think I checked them out awhile ago. Keep up the good work!
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