dm_cargo

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

dm_cargo

Postby PHATandy on Sun Dec 05, 2004 2:13 pm

Thanks to some of ure help in the help forum ive gota alot of stuff fixed in my map and now im here to show wat ive been working on. Its only about 40% done but im wokring on it pretty hard so i should have all the basic mapping done in about a week, then i just to fix any bugs and stuff like that:

Image

Image

Image


EDIT:

sry i forgot i ahd a question: in game is it possible to go into spectator mode so u can fly around cus i wanna get somne overview screenies of my map at somepoint?
Last edited by PHATandy on Sun Dec 19, 2004 10:42 am, edited 1 time in total.
PHATandy
Member
Member
 
Joined: Sat Dec 04, 2004 11:53 am

Postby Blink on Sun Dec 05, 2004 2:35 pm

Hey now that's looking good, one thing I'm not sure works but maybe scale the water texture up on the water to make it less repetitive, if that doesn't work then correct me but I thought it did.

You can noclip by typing sv_cheats 1 and then noclip.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby Signy on Sun Dec 05, 2004 2:52 pm

Really good effort dude,

Things to consider would be the overall flow of the map, this is deathmatch so every path should subtley lead ppl to big open frag mad areas.

Sigs
User avatar
Signy
Pheropod
Pheropod
 
Joined: Fri Nov 12, 2004 1:21 am
Location: UK

Postby PHATandy on Sun Dec 05, 2004 2:55 pm

Thanks for the comments guys. Signy, hopefully that wats gonna happen the whole map is laid out like a cross.. with most of the spawn points on the ends. leading them all to the centre wheres gonna be a big generator and lots of the big ass transport crates for running on and around :D.


Another question, how do i go about making it do you die as soon as you touch/go in the water?
PHATandy
Member
Member
 
Joined: Sat Dec 04, 2004 11:53 am

Postby Blink on Sun Dec 05, 2004 3:11 pm

Trigger_hurt would do the trick there. It's a brush-based entity so drag a nodraw block where you want it and then tie it to entity and configure.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby Cr4ig on Sun Dec 05, 2004 4:48 pm

looks gd m8 :) - the thumper is a little random, but nice work
Cr4ig
Senior Member
Senior Member
 
Joined: Mon Nov 08, 2004 10:55 pm

Postby snufflez on Sun Dec 05, 2004 5:38 pm

for the strategy blink suggested, make it do about 500 dmg, otherwise it doesnt kill in 1 hit, or at least it didnt in hl1. i havent tried it yet in hl2, but looks nice dude, keep up the nice work.
Dongs.
User avatar
snufflez
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 11, 2004 3:08 pm
Location: HoME

Postby PHATandy on Sun Dec 05, 2004 6:20 pm

Thanks guys.. ive got another teasr.. shows the basic layout of the map. By the cliff there is gonna be a bridge goin into a tunnel from the dock and in the centre there gonna be a warehouse and since its a dock crates and boxes and .. OILDRUMS :D:

Taken from inside the hammer editor:
Image
PHATandy
Member
Member
 
Joined: Sat Dec 04, 2004 11:53 am

Postby snufflez on Sun Dec 05, 2004 6:45 pm

wow this begs the question, how high is the poly count? im sure the engine can handle it, its just this is hugely open.
Dongs.
User avatar
snufflez
Sir Post-a-lot
Sir Post-a-lot
 
Joined: Mon Oct 11, 2004 3:08 pm
Location: HoME

Postby wiggle987 on Sun Dec 05, 2004 6:54 pm

compiling it is gonna be a real bitch
Image
User avatar
wiggle987
Veteran
Veteran
 
Joined: Mon Nov 22, 2004 8:54 pm
Location: O RLY?

wow

Postby far on Sun Dec 05, 2004 6:55 pm

wow man looks like you looking forward to win the HL2DM mapping competition $5000 eh!!. Well we all here at interlopers are going support you & pass on as many suggestions, comments to help you bring up a super cool map. So when's the first beta version gonna come :D
far
Member
Member
 
Joined: Wed Nov 24, 2004 9:59 am

Postby PHATandy on Sun Dec 05, 2004 7:04 pm

Wow... thanks for the support guys.

firstly... so far fps hasnt been a problem but ive only had 2 people in the server max, i seriously doubt i can portal it so i might wack some light fog in just to lower it a bit.

secondly... im only 16 so i cant enter the compotition, i wasnt planning on entering it either.. i thought my map would be real crap compared to alot of the pro's that are probably gonna enter. Would be nice to see if i was good enough to win or come runner up.

thirdly... the first beta will be in a week, hopefully illl have it mostly done by the end of next weekend.

fourthly... the compiling does seem to be pretty slow but i think its just cus my computer isnt up to scratch, but compiling is pretty good compared to compiling maps for Call of Duty (had to wait over 2 days for a full final compile on extra settings)

Any ideas or suggestions u guys have on making it better in style and gamplay are really appreciated.

Thx PHATandy.
PHATandy
Member
Member
 
Joined: Sat Dec 04, 2004 11:53 am

Postby Blink on Sun Dec 05, 2004 7:11 pm

I would say a 3d Skybox is gonna be of great use here, keep those polys lower and also make your map look nice and big.
User avatar
Blink
Cool 'n that
Cool 'n that
 
Joined: Fri Oct 08, 2004 4:16 pm
Location: UK

Postby PHATandy on Sun Dec 05, 2004 7:26 pm

hmm i dunno... i wanna keep those cliffs part of the main map cus im connected a bridge and tunnel up to those cliffs. ill def shrink down my water area though and add some more hills and more sea water in the 3d skybox though.

thx
PHATandy
Member
Member
 
Joined: Sat Dec 04, 2004 11:53 am

Postby Cr4ig on Sun Dec 05, 2004 10:07 pm

cliffs look a little too tiled
Cr4ig
Senior Member
Senior Member
 
Joined: Mon Nov 08, 2004 10:55 pm
Next

Return to Under Construction

Who is online

Users browsing this forum: No registered users

cron