Competition 34: HL Re-Imagined Created 1 year ago2016-10-27 11:07:32 UTC by Trempler Trempler

Created 1 year ago2016-10-27 11:07:32 UTC by Trempler Trempler

Posted 1 year ago2017-02-21 14:15:28 UTC Post #333668
@DocRock: Getting some serious Mass Effect vibes from that theme. This is not a complaint.

@Unq: Very faithful recreation and a fantastic idea. I can imagine Blast Pit would make for a hell of a deathmatch map.

@Jessie: Genius. If there's one thing we need more of in this world, it's camo nets... on poles...

Might be able to get some screenshots of my efforts up soon...
UrbaNebula UrbaNebulamonster_urby
Posted 1 year ago2017-02-21 14:23:44 UTC Post #333669
I've started on my entry, hopefully i can finish it in time.

I have a couple questions:
  • Can we mix concepts from multiple maps together?
  • Can we include content like WAD files from other Valve games (e.g. opfor.wad)?
Posted 1 year ago2017-02-21 14:35:05 UTC Post #333670
There's a good chance I've just had a brainwave in the last twenty minutes that has given me the desire to start again... I'll see how I feel about this new idea when I get home.
UrbaNebula UrbaNebulamonster_urby
Posted 1 year ago2017-02-21 14:43:24 UTC Post #333672
@ Solokiller
1. Yes
2. Yes ( maybe just do wadinclude for compile )
Posted 1 year ago2017-02-21 14:48:07 UTC Post #333673
Can we include content like WAD files from other Valve games (e.g. opfor.wad)?
If your entry is for HLDM, i suggest making a new wad with only the textures you're using.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-21 14:58:43 UTC Post #333675
Alright, i'll just use the WADs while i'm working and merge them when i'm done.

The map i'm making will take op4_rubble and take elements from Blue Shift's Power Struggle coolant areas.

So far i've got the exterior courtyard wall done:
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I'm calling it cryostruggle, since it'll take the original rubble map and turn the lab into a cryogenics storage facility. The exterior and upper areas will be rubble, the lower areas will be based on Power Struggle's areas to double the map's size. It'll also let me extend the damaged portion of the map to include a much larger area. Maybe i can include a crashed Apache somewhere too to indicate what caused the damage.
Posted 1 year ago2017-02-21 16:55:24 UTC Post #333677
If your entry is for HLDM, i suggest making a new wad with only the textures you're using.
Can I ask why you suggest this?
Posted 1 year ago2017-02-22 05:58:57 UTC Post #333690
I started!

I'm doing stalkyard, but this stalkyard isn't stocking boxes.
Posted 1 year ago2017-02-22 11:55:39 UTC Post #333691
I love the style, but that darkness would be pretty annoying in deathmatch, imo.

Unq, would -wadinclude op4.wad not include all of it?
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-22 12:21:23 UTC Post #333692
Unq, would -wadinclude op4.wad not include all of it?
Nope, both wadinclude and nowadtextures only embed used textures. So you're fine just wadincluding any non-HL wad for HLDM.
Posted 1 year ago2017-02-22 15:55:12 UTC Post #333694
well, shit.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-22 18:05:20 UTC Post #333699
No worries. Wait till people learn you can -wadinclude folders!
Posted 1 year ago2017-02-22 20:00:35 UTC Post #333701
:o how does that work?
Posted 1 year ago2017-02-22 21:55:07 UTC Post #333702
im pretty sure wadinclude includes the entire wad, you used it or not.
Posted 1 year ago2017-02-22 22:18:04 UTC Post #333703
I checked VHLT v44 and it looks like it just takes all used textures and embeds those. Just a simple "for each texture write texture data" loop.

Some progress:
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I've blocked out the interior for the original rubble map, going to start designing the new underground areas next.
Posted 1 year ago2017-02-22 23:18:07 UTC Post #333704
im pretty sure wadinclude includes the entire wad, you used it or not.
right, -wadinclude includes the entire wad you've chosen. It doesnt only include the textures in the map you've used, but it includes the entire wad. Also, if you've used several wads, make sure to -wadinclude each one.
Posted 1 year ago2017-02-22 23:56:46 UTC Post #333705
im pretty sure wadinclude includes the entire wad, you used it or not.
right, -wadinclude includes the entire wad you've chosen. It doesnt only include the textures in the map you've used, but it includes the entire wad. Also, if you've used several wads, make sure to -wadinclude each one.
Not true. Both wadinclude and nowadtextures only embed used textures. And you don't need to wadinclude each one - wadinclude matches partial filenames and folder names, so you could dump all your custom wads into a folder called e.g. "blastpit" and -wadinclude blastpit would embed all the used textures from all the used wads in that folder.
Posted 1 year ago2017-02-23 00:40:55 UTC Post #333706
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Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-23 01:49:32 UTC Post #333707
Posted 1 year ago2017-02-23 02:34:53 UTC Post #333708
What if I left this link here too: http://twhl.info/articulator.php?art=80
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Posted 1 year ago2017-02-23 04:12:44 UTC Post #333709
I'm going to have to do my map in sections and then piece it together. Compile times already taking too long.
Posted 1 year ago2017-02-23 04:45:01 UTC Post #333710
With level changes in between?

Or you could, you know, use what's known as the "cordon tool".
Posted 1 year ago2017-02-23 19:32:21 UTC Post #333711
Edit: Progress for a few more hours. :) Vid.

Uh, and I didn't know of this why? I feel like Link finding a treasure chest for the first time. I compile a lot.

Double Edit:

Got the layout figured out. It's stalkyard's layout altered.
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Posted 1 year ago2017-02-23 19:47:10 UTC Post #333713
Here's a vid of my entry
https://youtu.be/jYJ2gA4yGlM
Posted 1 year ago2017-02-23 20:38:34 UTC Post #333714
Nice work DoCRock!
Posted 1 year ago2017-02-23 23:39:49 UTC Post #333717
Impressive, DocRock! Love the sounds and the texture style. :3
Alberto309 Alberto309GTX 660 Ti OC
Posted 1 year ago2017-02-24 00:38:32 UTC Post #333718
Knowing there is not a single chance in hell I'll place in this one is freeing, i.e., do whatever without regard to anything. Mine's going to hinge on the nipper side of the spectrum; we'll see how it works out..

6th major refit of my entry, and only now have I settled on exactly what I'm gonna do to subtransit. You beast. You animal. I'll show you the meaning of the word respect.

Warms the sub-cockle region, to see healthy compo participation once again :)
Captain Terror Captain Terrorwhen a man loves a woman
Posted 1 year ago2017-02-24 06:16:38 UTC Post #333719
User posted image
Most of the textures will be redone.

@ Captain: Sweet, hope you knock it out.
Posted 1 year ago2017-02-24 07:43:50 UTC Post #333720
decided to expand my remake from just c2a5e to the entire end half of Surface Tension in HL (c2a5e.bsp - c2a5g.bsp)

drew a map of a new-improved layout of c2a5f - a very bland map in half-life.
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(ach, crap picture, no scanner)
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current progress of that in-engine as of right now. it's all gonna be in one bsp when it's done
Posted 1 year ago2017-02-24 10:56:42 UTC Post #333721
Guys, i´m proud you are all doing great stuff ! Thats lovely to see some action again. I´m up for any further mapping compos :) It´s fun!

Also Doc-Rock great style and work on your map!
I love the Nuke launching.
You can still improve the texturework/brushwork a lot on the map. I dislike the Black/Red Walls and some other textures mhh... also black only for ladders and some borders? :/

I´m sure you can do better !
Posted 1 year ago2017-02-24 11:27:59 UTC Post #333722
Yeah, I am seriously blown away by everyone's commitment to this contest. The level of work and creativity here is wonderful.
Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-24 23:30:45 UTC Post #333723
All I got was the dull sting of Urby's sarcasm :sarcastic:
Nah, mine's getting there. Only one more touch to make on the detail/layout before I get to touching up the lighting and ambience. Then gameplay, then done. I'll see if I can find another good snap with the map in its current state, seeing as I probably already gave away what map I'm doing.
Jessie JessieLadytype
Posted 1 year ago2017-02-25 09:14:51 UTC Post #333738
Hello guys nice work brushes or architectures!

Why do you not remake Half-Life chapters into Unity 5.6; if you have good experience for C#.

I am working as spaceship from Blender and Sketchup with Playup dae format. ( Remade from USS Darkstar ). Yeah I am drawing details of science fiction hallways.
Posted 1 year ago2017-02-25 09:36:16 UTC Post #333739
Because the competition is under Gold Source and Source ?
Shepard62700FR Shepard62700FRHalf-Cat is watching...
Posted 1 year ago2017-02-25 17:08:47 UTC Post #333741
@Shepard, competition, you mean definition?

Yeah you know Unity has sometimes ai function like Zombie from Half-life into Unity ( just find YouTube ) If you create fresh models fbx or dae from 3D Max or Blender than you can check Source Engine and Unity Engine. If both engines are very different. Example texlight is like called emissive light. Just it looks very realistic. And who has only tablet or iPad than they can play Unity games. If you want customizable map / scene than you need to know advanced programming C#. You know uQuake is already under Unity loading bsp files. But it still is incompatible for newest version. I imagine c0a0.bsp in unity but you know how whole bsp has many vertices? 2000 to 4000? And whole textures need bake to own uv map texture or material holder with many textures with diffuse, normalmap, heightmap and specularmap...
Posted 1 year ago2017-02-25 18:02:25 UTC Post #333742
@SourceSkyBoxer:

Shepard means that this competition is for Goldsource and Source only. Not Unity or any other game engine (even though it's not 100% specified on the thread).
Alberto309 Alberto309GTX 660 Ti OC
Posted 1 year ago2017-02-25 18:14:49 UTC Post #333743
I think what Shepard meant is that this is a competition (as you can see from the thread title and OP + briefing & rules) that primarily focuses on remaking old maps for Half-Life (Goldsource/Source), and nothing else.

EDIT: Oh whoops, already beaten to it, but yea, same thing.

I was thinking about joining, making a crossfire-in-ruins map that takes place after the constant battles and nukes, but then I realize that I don't quite know jack about HLDM balancing (almost never playing MP probably helped), and I found out that this thing have already gone for a while (time limits and all, hate deadlines).

So, I'll just say good luck to everyone joining, hope ya'll have the best of times.
Posted 1 year ago2017-02-26 18:38:16 UTC Post #333757
I decided to try something for this competition after all. Let's see how far I can go with this.
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Dr. Orange Dr. OrangeBoth a fruit and a color
Posted 1 year ago2017-02-26 18:39:57 UTC Post #333758
That´s source, right? :gak:
Posted 1 year ago2017-02-26 19:30:52 UTC Post #333762
If that's GoldSource i'll eat my hat.

I used Prison Architect to map out the underground area:
User posted image
Most of it is underground, but the part to the right will probably be level with the above ground area. To add more paths i'll blow holes in some of the walls, maybe randomize which holes get made to shake things up a bit.

The area at the top is a tram station, which will be sealed off so it's just there to show the area continues and connects to something else.
Posted 1 year ago2017-02-26 19:59:08 UTC Post #333763
Looks like an interesting layout to map.

Glad to see competition spirit is here.

Here's a horrible quality video of my entry so far. I might redo the claws holding the body capsules to look like one from a quarter machine. I might also add a control switch for them in an operating room that views into it. The operating room would also be the security/ guard tower that guards outside area from stalkyard.

YouTube
Posted 1 year ago2017-02-27 00:05:39 UTC Post #333771
test maps can be fun

My map will have func_vehicles that "haul" explosive pushables, maybe :)

Initial results:
-players can spawn on func_vehicle.
-pushables can be hauled, for the most part. you can drive indefinitely straight with no trouble, but turning causes them to fall off the vehicle(and explode).
-func_vehicle CAN'T haul other func_vehicle.

more questions:
can vehicles/pushables be teleported?
friction?
conveyors?
gravity?
can player spawn inside func_vehicle?

After some more testing, will try all these things with func_train..
Captain Terror Captain Terrorwhen a man loves a woman
Posted 1 year ago2017-02-27 01:41:30 UTC Post #333773
Haha, looking very ambitious, CT. Love it. Also love your wacky testmap lighting.

Meanwhile in I-Should-Probably-Theme-This-Further-Afield-So-As-To-Adhere-To-Competition-Guidelines-Land, I've made some changes. Beta 2 will be coming to the server in the upcoming weekend, if not before.
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Archie ArchieGoodbye Moonmen
Posted 1 year ago2017-02-27 02:59:48 UTC Post #333775
Zeeba-G :) I love what you are doing there! Keep it coming.

Archie mhhh, the red brick walls everywhere make the map look different.. in a bad way, atleast for me.

Captain :D nice ideas but can´t help with your questions, wasn´t mapping for cs really.
Posted 1 year ago2017-02-27 15:19:46 UTC Post #333777
@Archie, maybe a skybox change to go with the texture update. The grass and redbrick walls makes me think Britain. The New Mexico skybox makes me think... well... New Mexico.

So the two together make Britico... which sounds like a cleaning product.
UrbaNebula UrbaNebulamonster_urby
Posted 1 year ago2017-02-27 21:25:02 UTC Post #333778
Thanks Tremp, glad there's some interest in mine. It will be hard to compete with yours though.

Looking good Archie, I think the textures are looking better myself.

I'm thinking of 3d modeling a few props instead of leaving them as brush work. Modeling them is the easy part. Making the textures wouldn't be too hard either but for me, wrapping the textures, animating the models and importing them is all new territory. I'm not much of a game designer but I feel it's necessary for this map as the props are starting to get too detailed for brush work.

My models so far will be the body capsules, hanging claws, the turret and possibly grass that dances in the wind.

It would be epic to show people's head/ face through the body capsule glass and see them freaking out inside of them. I'll start on some of the models after work today and post wip.'s soon.
Posted 1 year ago2017-02-27 21:57:33 UTC Post #333779
sounds like a nice idea Zeeba-g :)
Posted 1 year ago2017-02-28 04:37:20 UTC Post #333780
The claw. It's not done yet.
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Posted 1 year ago2017-02-28 08:09:11 UTC Post #333781
Zeeba, what happened to that surf map you were showcasing on the 2nd page of the thread? did you change your mind?
Posted 1 year ago2017-02-28 14:12:15 UTC Post #333783
Yep, wasn't turning out how I imagined. Also, it wasn't based on a hl1 map, I was mainly doing it for my server.

I scrapped it when it wasn't playing as fun as I had imagined. I had gone too big with the scale and that's what hurt the game play.

My stalkyard remake is pretty highly detailed since i'm chopping off a few areas. The original stalkyard was sort of symmetrical and had two almost identical outside areas which I thought i'd change in my version. Also, since i've remade stalkyard before, I wouldn't be doing it again unless I made some huge changes.
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