de_pipeworks

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de_pipeworks

Postby Wasted on Tue Jan 11, 2005 1:04 am

Gday! This is a new map that i have been working on for a while called de_pipeworks. I originally made it for 1.6 but then CSS came out and i decided to remake it for it instead of continuing for 1.6. Anyway, some screenshots:

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BTW, I didnt use vis and rad because whenever i try to do a long compile my computer locks up, so these shots look crap. Just try to imagine them in their fully compiled glory!!! (Im getting a friend to compile it for me.) Yep, suggestions!
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Postby Blink on Tue Jan 11, 2005 1:28 am

Lighting is one of the main factors for me, so I'll check back when that's done, but looks intereting.
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Postby Tobuk on Tue Jan 11, 2005 1:54 am

that map would look very interesting with some well placed spot lights. you could play around with that, and see what turns out.
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Postby Wasted on Tue Jan 11, 2005 2:02 am

Yea, im trying to make it look like early morning or evening. I dont want it to be to dark though either. The idea behind the map was that you could go anywhere and not feel safe. Like, you could camp in a corner and you could easily still be shot from lots of different places. I dont know how it will play yet with lots of people though. Also, the ambient sounds arent working to well. Im using Ambient_generics or whatever they are called, but the wind sound im using dosent play till the second round. :?
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Postby Blink on Tue Jan 11, 2005 2:27 am

Have you used world brushes for those pipes?
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Postby Wasted on Tue Jan 11, 2005 3:16 am

Yea, i considered using models but i thought that it would be to hard. I dont know how to use xsi or whatever, and if they were world brushes they would block visibility. Yea, do you think i should use models instead?
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Postby Blink on Tue Jan 11, 2005 3:21 am

Yeah
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Postby snufflez on Tue Jan 11, 2005 3:21 am

tie them to func_wall i think might work, but really u need to deal with the full bright
Dongs.
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Postby Wasted on Tue Jan 11, 2005 3:28 am

I think il just leave them as world brushes, to much work went into making them to go back and re-do them all. All the smaller pipes are models btw if thats what you were talking about. Only the bigger pipes are world brushes. Il try and get some screenies soon when its compiled, i just gota wait for my friend to do it for me. I think il have to reformat my computer if i ever want it to compile another map again.
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Postby snufflez on Tue Jan 11, 2005 3:34 am

Wasted wrote:I think il just leave them as world brushes, to much work went into making them to go back and re-do them all.
if u tie them to func_wall then u dont have to go back and redo them all, u just select them and hit ctrl+t which ties them to an entity and then from the drop down list select func_wall. this saves in rad i think it is...not sure. havent compiled a map in 4 eva hahaha
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Postby Wasted on Tue Jan 11, 2005 4:27 am

I dont think its necisary to make them func_walls, because iv tried it before and the biggest difference i noticed was that it lagged more. Anyway, i wanna know what you think that gameplay will be like, thats whats more important to me.
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Postby slayera on Tue Jan 11, 2005 9:11 am

Sound like you need to func_detail in conjuction with some hint brush. Do you pipes run from the ground up or touch the ground? If they touch the ground make them all detail brushes and place hint brushes in the pipes. Then close up your more open areas. Hint brushes work just like before so any HL 1 tut will tell you how to use.
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Postby Athlete{UK} on Tue Jan 11, 2005 9:24 am

In the first screenshot it looks like their is some water in the background that is a bit messed up. Is there acctualy water there or am i seeing things?
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Postby Wasted on Tue Jan 11, 2005 11:09 am

Yep, thats water alright. Anyway. There are little blocks holding the pipes off the ground, and they are all going to be func_details. They are see through, so i dont think i should place hint brushes in them. And just for the moment im going to delete the 3dskybox around the map as i think thats what is making it so slow to compile. Also, i playtested it with some mates today and there were problems with the Ts getting to the bomb sites to early, but some fancy pipework should fix that right up :D Yep!
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Postby slayera on Tue Jan 11, 2005 1:55 pm

I just noticed you have gobs of the same hand rail. You might some way to change that up.
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