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The Whole Half-Life
Level design resources for GoldSource, Source, and beyond
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Cenodrome
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dm_theunknown
Vault
View Vault Item
HLDM
dm_theunknown by
Moaby
Posted
17 years ago
2007-08-24 11:35:04 UTC
• Completed • Half-Life: Deathmatch
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Name
dm_theunknown
By
Moaby
Type
Map
Engine
Goldsource
Game
Half-Life: Deathmatch
Category
Completed
Included
BSP
Created
17 years ago
2007-08-24 11:35:04 UTC
Updated
17 years ago
2007-08-24 11:35:04 UTC
Views
2625
Downloads
883
Comments
6
Reviews
0
License: All Rights Reserved
Download
My first hldm map so no funny stuff
Its surposed to be a 'spooky' feeling map took me 2 days so expect much... enjoy!
Comments please!
6 Comments
The Mad Carrot
Commented
17 years ago
2007-08-25 09:28:51 UTC
Comment #15602
Well its a good first map.
Some points of improvement:
Use texture lights
Turn detail geometry into func_walls, this will decrease compile time and fix ugly shadows.
Never have dead ends in your map, always make sure there are two or more exits from a room or hallway.
Don't stretch texture to much, this will look ugly. If you're gonna stretch, then stretch both the X and Y axis.
Think thats all.
Moaby
Commented
17 years ago
2007-08-25 10:03:31 UTC
Comment #15603
May I say what are texture lights?
and thanks!
Dave932932
Commented
17 years ago
2007-08-25 19:47:44 UTC
Comment #15605
Instead of using an entity "point light," use a texture that looks like something that would let off light. The game will make the texture give off light in-game.
Moaby
Commented
17 years ago
2007-08-26 07:51:40 UTC
Comment #15608
ahh ok thanks but its to dark...
The Mad Carrot
Commented
17 years ago
2007-08-26 10:18:17 UTC
Comment #15610
Then adjust the brightness.
Open up valve.rad in notepad or something like that, and you'll see stuff this:
TEXTURENAME 255 128 128 8000
Where TEXTURENAME is the name of the texture.
255 128 128 is the color, in RGB (Red Green Blue) format.
The fifth part, 8000, is the brightness.
So you if your map is too dark, find the texturenames in the valve.rad file and enter a higher brightness value.
Moaby
Commented
17 years ago
2007-08-26 10:26:49 UTC
Comment #15611
Ahh ok... ill try that and thanks
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Some points of improvement:
- Use texture lights
- Turn detail geometry into func_walls, this will decrease compile time and fix ugly shadows.
- Never have dead ends in your map, always make sure there are two or more exits from a room or hallway.
- Don't stretch texture to much, this will look ugly. If you're gonna stretch, then stretch both the X and Y axis.
Think thats all.and thanks!
Open up valve.rad in notepad or something like that, and you'll see stuff this:
TEXTURENAME 255 128 128 8000
Where TEXTURENAME is the name of the texture.
255 128 128 is the color, in RGB (Red Green Blue) format.
The fifth part, 8000, is the brightness.
So you if your map is too dark, find the texturenames in the valve.rad file and enter a higher brightness value.