The Never to be Finished Map Pimpage Thread!

Reveal what you have made so far and get feedback on development.

Re: The Never to be Finished Map Pimpage Thread!

Postby Armageddon on Fri Dec 23, 2011 6:05 am

Wrong thread. And no, I don't think you can do that.
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Re: The Never to be Finished Map Pimpage Thread!

Postby dissonance on Fri Dec 23, 2011 8:41 am

one rather obvious (to me) nit to pick: neither the shotgun nor the crossbow actually fire bullets. shotguns fire either pellets or slugs, and crossbows fire bolts.
i had fun once, and it was awful.
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Re: The Never to be Finished Map Pimpage Thread!

Postby tripmind on Sat Dec 24, 2011 6:02 am

dissonance wrote:one rather obvious (to me) nit to pick: neither the shotgun nor the crossbow actually fire bullets. shotguns fire either pellets or slugs, and crossbows fire bolts.
in real life sure, but the relative difference between the smg and the shotgun programming wise are not that different.
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Re: The Never to be Finished Map Pimpage Thread!

Postby dissonance on Sat Dec 24, 2011 6:43 am

true, but i'm guessing their brains went through the same sort of nitpicky process that mine did, and that's why the damagefilters don't work as you'd expect.
i had fun once, and it was awful.
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Re: The Never to be Finished Map Pimpage Thread!

Postby joe_rogers_11155 on Sat Dec 24, 2011 2:51 pm

honestly, the crossbow should have been designed to deal piercing damage. i wonder if that can be modified in code...
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Re: The Never to be Finished Map Pimpage Thread!

Postby nub on Sat Dec 31, 2011 10:22 pm

SotaPoika wrote:
Gary wrote:They are lightmapped. There is no fading and the shadow is not using the crappy filter that Source's shadow mapping uses.


Take a look at the top trim where shadow is cast a little. I saw there some of that shitty grainy-edge thing Source does with projected shadows, which is not happening when it's lightmapped. Really, it's obvious. If not, then it's broken lightmap shadows.. which I doubt.

Also, fading: http://steamcommunity.com/id/bluecheeta ... 793800710/?


Regardless, you could easily get lightmapped shadows from that grate texture. All you have to do is turn the brush they're applied to in to a model and put the model in the lights.rad file to cast texture shadows. I used this method with an ivy texture and it looked awesome.

Of course, it won't cast accurate shadows on other models like with projected textures or the cascaded shadow system that the City17 mod uses.
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Re: The Never to be Finished Map Pimpage Thread!

Postby Fuzyhead on Sat Apr 28, 2012 10:46 am

Found some old screens from my former map for Ivans Secrets... don't know if they were released yet.
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Re: The Never to be Finished Map Pimpage Thread!

Postby stoopdapoop on Sat Apr 28, 2012 11:21 am

tripmind wrote:
dissonance wrote:one rather obvious (to me) nit to pick: neither the shotgun nor the crossbow actually fire bullets. shotguns fire either pellets or slugs, and crossbows fire bolts.
in real life sure, but the relative difference between the smg and the shotgun programming wise are not that different.


kinda sorta, There are 32 different damage types in source. Of them there's DMG_BULLET, and there's DMG_BUCKSHOT, which is commented as "not quite a bullet. Little, rounder, different." in the code.

Some enemies take reduced damage from bullets while taking extra damage from pellet. Also, Zombies take reduced damage from buckshot.

For the curious: The crossbow does bullet damage, but also has the "never gib" modifier.
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Sat May 12, 2012 6:58 pm

Here's a map-project I was working first when I started working at No More Room In Hell team in 2009 (the new team with new start). This map was/is actually "fully playable" despite few gamemode specific entities, but I didn't think it was up to quality, so I kind of dumped it. I might raise it from the dead by remaking it, as it had nice gameplay and tons of various areas to go and survive zombies in. Map's name is "Quarantine", which makes sense more if you played the map, as the area is restricted from elsewhere with fences and walls with spotlights to point to playable area, like it was being watched. Enough blabber, here are few screenshots:

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And overview shot of the thing (outdated a little):

Image
* Portfolio: http://sp0n3.carbonmade.com/
* No More Room In Hell - Level Designer
* Zombie Panic! Source - Level Designer
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Re: The Never to be Finished Map Pimpage Thread!

Postby Jordash on Sun May 13, 2012 3:41 am

Was that released with Zombie Panic? That cinema sign rings a bell.
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Re: The Never to be Finished Map Pimpage Thread!

Postby SotaPoika on Sun May 13, 2012 6:02 am

Jordash wrote:Was that released with Zombie Panic? That cinema sign rings a bell.


No, that map was never released anywhere (except assets/content, that's all existing in NMRiH only).
* Portfolio: http://sp0n3.carbonmade.com/
* No More Room In Hell - Level Designer
* Zombie Panic! Source - Level Designer
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Re: The Never to be Finished Map Pimpage Thread!

Postby Daz on Thu Aug 02, 2012 12:15 am

Hey all,

I've released the source .vmf for a wip Half-Life 2 single player level called "Factory" that is around a year old. It might be useful to some new level designers but there isn't really much there for advanced mappers.
Video discussing the map:

Level Design analysis video of the map (1 hour!):

vmf download: https://dl.dropbox.com/u/33279452/factory_v04.rar
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Re: The Never to be Finished Map Pimpage Thread!

Postby Kanine01 on Thu Aug 02, 2012 2:54 am

Your videos and maps are always awesome Daz. Keep up the good work! :)
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Re: The Never to be Finished Map Pimpage Thread!

Postby HoliestCows on Thu Sep 13, 2012 10:26 pm

Found the first map I ever made - Image
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Re: The Never to be Finished Map Pimpage Thread!

Postby leadphalanx on Fri Sep 14, 2012 8:01 am

Pretty much all of my silly brush-based creations will never be finished. Some random maps, and maps long lost to hard drive failure.
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