Competition 17 Created 19 years ago2005-10-03 14:42:57 UTC by The Mad Carrot The Mad Carrot

Created 19 years ago2005-10-03 14:42:57 UTC by The Mad Carrot The Mad Carrot

Posted 19 years ago2005-10-04 10:37:32 UTC Post #139282
Thats a stupid quastion! Why of course! :lol:
Posted 19 years ago2005-10-04 10:41:12 UTC Post #139283
i wish you'd space the compos out a bit more... give users a month to work on their own projects without having to worry about the comp deadline...

all these multiple compos are delaying hostage situation's development :(
Archie ArchieGoodbye Moonmen
Posted 19 years ago2005-10-04 10:43:21 UTC Post #139284
^^ I've just realised that, now I've started work on my own mod!
I don't think it'll be too much of a problem though, might end up using it in my mod :D
Posted 19 years ago2005-10-04 10:46:47 UTC Post #139285
The specimen can be anything?
Yep. It can be a cristal, somekind of equipment, anything you can think off. :)
Posted 19 years ago2005-10-04 11:00:50 UTC Post #139287
Great! :D
Daubster DaubsterVault Dweller
Posted 19 years ago2005-10-04 13:04:15 UTC Post #139320
all these multiple compos are delaying hostage situation's development unhappy - :(
You don't have to enter a competition... just continue with your mod... ;)
Posted 19 years ago2005-10-04 13:58:49 UTC Post #139332
i have an idea :> but i didn't think of teh specimen yet :(
Posted 19 years ago2005-10-04 14:06:58 UTC Post #139336
can you get an old copy of hl1 (v1.1.1.0) to work w/source?
Do you mean "Steam"?
i wish you'd space the compos out a bit more... give users a month to work on their own projects without having to worry about the comp deadline...
Another reason to alternate the competition engines ? gives people a chance to enter all the HL ones, for example, but still with a break.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-04 21:56:13 UTC Post #139415
The specimen thing really means the test subject right? so you could have a specimen scanned, or a test item teleported, etc. right?
Posted 19 years ago2005-10-05 01:01:15 UTC Post #139424
spec?i?men P Pronunciation Key (sps-mn)
n.
An individual, item, or part representative of a class, genus, or whole. See Synonyms at example.
A sample, as of tissue, blood, or urine, used for analysis and diagnosis.
Informal. An individual; a person: a disagreeable specimen.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-05 03:59:10 UTC Post #139454
Can a mod stickify this thread and unstickify the last one? :tired:
Posted 19 years ago2005-10-05 06:14:00 UTC Post #139458
Thanks for pointing that out. Have done so.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-06 10:11:00 UTC Post #139764
probably. just test anything youwant .liquid, object etc...
Posted 19 years ago2005-10-07 15:15:22 UTC Post #140140
Right.

Sounds funny, but keep in mind that squeeky mice is not the main objective. So you won't get any "points" with squeeky mice. :)
Posted 19 years ago2005-10-07 15:16:29 UTC Post #140142
Could turn in his favour if all/some of the maps have equivalent-quality machinery, remember.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-07 15:25:21 UTC Post #140145
Damn! :nervous: My map is awsome and I'm almost done with the layout! I just need to finish the elevator,a few little rooms,the test camber and the lightning of course. When I'm done with those I'll only have lots of entity work to do. :glad:
Posted 19 years ago2005-10-07 15:27:25 UTC Post #140148
Good, should'nt be a problem with 28 days left. :)
Posted 19 years ago2005-10-07 15:37:13 UTC Post #140153
Yeah this time there are no cliffs in my map so it's easier! :biggrin:

I'm going to make stuff that most people would do with spirit but since I can't I'm doing it with hl1,although it's quite crazy to try to do it. :cry:

Can someone,please,answer my quastion! :nervous: It's very importent.
Posted 19 years ago2005-10-08 13:58:24 UTC Post #140334
One of the areas that will lead to the Test Chamber:
User posted image
Posted 19 years ago2005-10-08 14:03:07 UTC Post #140339
probably. like a liquid or material, etc. i've already done 3/4 of mine, but this time, im only entering 1 entry. i might have done better last time if i hadn't tried to do 2. oh well. :
Posted 19 years ago2005-10-08 14:05:08 UTC Post #140341
omg, nice. now i ain't got a chance.curses himself in corner :nervous:
Posted 19 years ago2005-10-08 16:19:11 UTC Post #140365
@Kasperg: besides the repetetive ceiling texture and computer placement, that looks good already.
Posted 19 years ago2005-10-08 16:31:59 UTC Post #140367
The ceiling is repetitive, but if you look closely, the computers change.
By the way, most of the floor in my house is made of wooden tiles, and I don't think it's repetitive :D
But still, none of this is final.
Posted 19 years ago2005-10-08 16:50:44 UTC Post #140371
Posted 19 years ago2005-10-08 17:00:59 UTC Post #140373
Omg,, well, I might as well just quit working right away. :P
Now I need to make an even more complicated "before testchamber scene". >_<
Nice stuff kasperg.
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-08 17:16:27 UTC Post #140377
I haven't compiled the map yet but still I'll post a few screenis! :)
Posted 19 years ago2005-10-08 17:17:21 UTC Post #140378
I know it's not final, it's just some things I notice in an instant. :)

The computers aren't completely the same, but at first look the look just copied. It's that first look-effect-copied that you may want to avoid.
Also, it's the ceiling that looks repetetive and that's because there's a lot of contrast in the texture. The floor is much less obvious.

Keep up the good work, all of you! Don't quit because of that Kasperg, he didn't win last time anyway... Also, you'll learn a lot from competing with others, especially losses are good teachers.
/rant ;)
Posted 19 years ago2005-10-08 17:20:09 UTC Post #140379
You should enter, Captain ;).
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-08 17:44:23 UTC Post #140381
A scanner:
User posted image
A room before the test camber:
User posted image
Some of the corridors before the test camber:
User posted image
User posted image
An elevator(I had problems with making the elevator fit the blue door and cause of that a few problems with the texturing):
User posted image
Posted 19 years ago2005-10-08 17:49:36 UTC Post #140384
Try not to post screenshots of your development, people might "steal" your ideas...

And Elon, you still don't know the correct spelling for Chack and Quastion?

Its Check and Question! :P ;)
Posted 19 years ago2005-10-08 17:51:43 UTC Post #140387
I always write check! Maybe a few times I write chack. :zonked: And as for questions,thanks! :)
Posted 19 years ago2005-10-08 17:56:03 UTC Post #140390
Kk. XD :nuts: :cool:

Yoda says: Get mapping you must.
Posted 19 years ago2005-10-08 17:57:53 UTC Post #140391
I mapped all day! Now I'm taking a little rest! ;) It's very late at night! :glad:

Anyway what do you think about my map?
Posted 19 years ago2005-10-08 17:59:50 UTC Post #140392
Well, if someone makes a scanner like Elon's, we already know who had the idea in the first place and who stole it.
I won't post anymore screens, since I don't even know if I'll get to finish this one. My previous competion entries were both supposed to be a bit longer. I guess I need to change the TO BE CONTINUED... game_texts with something like I WISH I HAD MORE TIME... :lol:
Posted 19 years ago2005-10-08 18:00:47 UTC Post #140393
Looks like a cool map. But remember: Detail!
And try not to make blocky rooms. Use curves, arches, etc. :)
Posted 19 years ago2005-10-08 18:23:36 UTC Post #140396
You should enter, Captain wink-wink - ;).
I won't. Too busy, plus I'm working on a HL2DM map which I give priority now. I prefer mapping for Source now anyway... ;)
Posted 19 years ago2005-10-09 03:25:29 UTC Post #140403
And try not to make blocky rooms. Use curves, arches
This is the subject of a very important discussion. It's something I've read in this site multiple times.

How bad is blocky architecture? Aren't there incredible amounts of real buildings or places that have only 90? angles but are still very interesting and good looking?

I think that you can make "blocky" architecture as long as there is a reason for it to be blocky. I personally wouldnt use curves and arches if I made a map set in an office building.

Detail, as has been said lots of times, can be made with good brushwork, good texturing and good lighting. We have seen multiple combinations of these three things where the map is good looking. One textured maps and "blocky" maps have been made good looking with proper lighting, etc.

The main problem is when you see something that shouldnt be blocky, like cliffs and other types of terrain.

I hope that you judge the maps based on the originality and overall ambience, not on how complicated (and sometimes unrealistic) the brushwork might be :)
Posted 19 years ago2005-10-09 03:50:58 UTC Post #140409
bah. Too many 1337 mappers here.
Posted 19 years ago2005-10-09 04:31:50 UTC Post #140416
I hope that you judge the maps based on the originality and overall ambience, not on how complicated (and sometimes unrealistic) the brushwork might be
'Course we do.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-09 04:32:21 UTC Post #140417
Detail is not always the curvy, archy use of brushes. Detail can be found on different levels as well. Beit the logic in your map (a teleport lab that has huge pipes in it gives a sense of power required, which is a nice detail for a teleport lab environment but would not at all fit in your home office), the little touches you give it (like references to other things, in whatever form you wish to give it, for example Barney in HL2 joking about your MIT graduate) or the gimmicks you put in a map (wasn't the airstrike in that hldm map fun? And for those that played Gollum's gmdm2, the rolling ball that rolled through the level, guided by the doors you could open and close so it followed different paths each time...)...

That's detail, that's putting in thought in a map, that's what people like. Fitting things together is much more important than curving your walls. ;)
Posted 19 years ago2005-10-09 04:43:24 UTC Post #140420
Use the edit button to append; don't double-post.

Everything counts.
Seventh-Monkey Seventh-MonkeyPretty nifty
Posted 19 years ago2005-10-09 05:49:52 UTC Post #140428
Just so you know, I'm keeping all my r_speeds around 600 or less. I could push detail higher, but I usually think that 600 is too high a number for multiplayer maps.
I could push the number higher if it's OK with everyone. I don't really like it when someone says their map is more detailed but has 2000 wpolys and things like that. It's not fair, since performance is more important than detail. IMO All our HL1 maps should be able to be played on software mode and on a Pentium II with no problems. That's what the engine was meant for in the first place, right? :quizzical:
Posted 19 years ago2005-10-09 05:58:17 UTC Post #140429
I spy stretched textures, Elon.
AJ AJGlorious Overlord
Posted 19 years ago2005-10-09 07:26:15 UTC Post #140448
Looks like I got a lot to do. :P
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-09 07:44:18 UTC Post #140454
How it looks right now:
User posted image
It's a mess, I got a few rooms left to do, and then, I'll start on the machine itself.
When I'm done with that I'll try make some more, cool "before the testchamber rooms"
Madcow MadcowSpy zappin my udder
Posted 19 years ago2005-10-09 07:52:54 UTC Post #140455
Just so you know, I'm keeping all my r_speeds around 600 or less. I could push detail higher, but I usually think that 600 is too high a number for multiplayer maps.

(...) IMO All our HL1 maps should be able to be played on software mode and on a Pentium II with no problems. That's what the engine was meant for in the first place, right? quizzical - :quizzical:
I think you limit yourself too much. Most people have better systems these days. Shooting for 800-900 wpoly's is just fine, there's but few people that won't be able to play it at a decent framerate and those people aren't likely to play a lot of custom maps anyway (if they even play HL anymore with such systems). Most games update their system every now and then, so bothering about software mode really isn't a concern I think.

@madcow: one of the floors exists of many brushes. Can't you combine these into one brush?
Posted 19 years ago2005-10-09 08:02:10 UTC Post #140458
I spy stretched textures, Elon.
Yeah I know I had a hard time with that elevator! But there aren't any other streched textures in my map! :biggrin:
Posted 19 years ago2005-10-09 08:14:33 UTC Post #140461
http://img173.imageshack.us/img173/5052/escreen18mo.jpg - The two struts on either side have stretched textures.

And the side of the elevator.
AJ AJGlorious Overlord
Posted 19 years ago2005-10-09 08:17:44 UTC Post #140463
Thats easy to fix! :) I'll make them wider! :glad:
Posted 19 years ago2005-10-09 09:18:35 UTC Post #140471
madcow: one of the floors exists of many brushes. Can't you combine these into one brush?
Nicht, not yet, I use them as unit counters.
Scince the 2D views don't cound units in HL1 mapping I have to do it that way.
But, If they cause any R_Speed weirdness when the map is done, I'll make them into one brush. :)
Madcow MadcowSpy zappin my udder
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