dm_cargo

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

Postby Cr4ig on Sun Dec 05, 2004 10:52 pm

btw - is that a working crane?
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Postby BaRRaKID on Sun Dec 05, 2004 10:59 pm

it looks like a model throw up to me..
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Postby Cr4ig on Sun Dec 05, 2004 11:08 pm

yes the working crane is made of those models tho.
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Postby [REG-A] Black Hawk on Mon Dec 06, 2004 1:56 am

is there a beta or a map download for this... looks cool!
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Postby Rommel on Mon Dec 06, 2004 7:14 am

Looks good! Looks as though it will flow well once done.

Suggestions:
-Try not to overload the map with TOO much stuff (props etc.); it will disrupt gameplay.
-Consider making/acquiring your own models/textures; they add a personal tone to your map rather than it being a clone of HL2.


Other than that; good work.
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Postby Signy on Mon Dec 06, 2004 4:06 pm

it looks like a model throw up to me..


Hl2 CS:S and HL2DM rely on models. Brush work has now been stripped to a minimun to save resources. Tbh the hammer tool is weak in brush creation compared to radient. And the source engin regardes models as less expensive as brushs. So if the map looks like it has just been stuffed with loads of models thats because it has to be its the way these games do it. its a real shame because its strippin mapping creativity :cry:

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Postby BaRRaKID on Mon Dec 06, 2004 4:16 pm

just because the source engine relies more on models then brush work, doesn't mean you have to put every single model avaiable into one map, in this map the usage of models is over exagerated, just look at the overview. I made a couple of maps in source, and really didn't used many models, except on some random props wich would give to much work. Models are nice but don't over do it, that's my opinion
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Postby Blink on Mon Dec 06, 2004 4:53 pm

Signy wrote:
Hl2 CS:S and HL2DM rely on models. Brush work has now been stripped to a minimun to save resources. Tbh the hammer tool is weak in brush creation compared to radient. And the source engin regardes models as less expensive as brushs. So if the map looks like it has just been stuffed with loads of models thats because it has to be its the way these games do it. its a real shame because its strippin mapping creativity :cry:

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Just what I thought Signy, makes it easier I suppose.
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Postby PHATandy on Mon Dec 06, 2004 5:14 pm

Well i can see why u might think that but i havent use to many models.. ive used wat is appropriate to make it look like a dock and play well, cus i need the barrels anc rates etc for grav gun usage and its a dock theres gonna eb crates and stuff like that so i think its all acceptable really. And alot of my models are repeated for affect, i mean the cliff would look even more baron if i didnt add the trees and rocks (and a cool looking water tower ive added up top). And the reason i would use alot of models is because alot of the stuff they did wasnt all brush work. Like the piers, most maps and games would have the mapper make them, but HL2 has pretty much everything modelled and it shows because it looks alot better quality then what your average mapper can do. And im not cramming all the models i can get into the map, im adding what i feel completes the map and makes it look good and realistic. Its a dock.. theres lots of crates and stuff, its wouldnt be completely empty with nothing around.

And no offence, but if ure map used very little models it was probably not that great cus unless u can map as well as a modeller can model and texture stuff it was probably pretty bland with no atmosphere and detail to it. Cus really when i map im not to fussed about how it plays, i like detailed maps with a sense of realism and structure and is interesting, more like a piece of art work, then some crappy corridors structured in the right order for good gameplay.

PS. the crane doesnt work, and the big crates in the centre are models either there textured boxes.
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Postby DjBourgeoisie on Mon Dec 06, 2004 8:51 pm

Phat andy, ive been looking at using hl2 models in my current project cs_docks for cs source. Can you explain to me how you got hl2 models in your map and/or where I can find a tutorial for doing this? Thanks in advance and gl with your project.
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Postby Cr4ig on Mon Dec 06, 2004 8:56 pm

u need to check our HL2 Tut section - we have loads of tuts :)

putting models in ur map which will be affected by physics - click me
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Postby DjBourgeoisie on Mon Dec 06, 2004 9:56 pm

Cr4ig wrote:u need to check our HL2 Tut section - we have loads of tuts :)

putting models in ur map which will be affected by physics - click me


Thanks but I didnt see a tutorial that answers my question. I know how to use models etc and apply physics etc, I just cant find info for using hl2 models in cs source.
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Postby wiggle987 on Mon Dec 06, 2004 10:07 pm

DjBourgeoisie wrote:
Cr4ig wrote:u need to check our HL2 Tut section - we have loads of tuts :)

putting models in ur map which will be affected by physics - click me


Thanks but I didnt see a tutorial that answers my question. I know how to use models etc and apply physics etc, I just cant find info for using hl2 models in cs source.


there isnt an easy way, trust me
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Postby Ancalagon on Tue Dec 14, 2004 3:29 am

did anyone else see a DM_docks on fileplanet's map pack?
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Postby PHATandy on Tue Dec 14, 2004 5:10 pm

Link me pls.. cus that aint my map.. i hope.. ive made only a few test servers so if its mine it will be the shit version.

*start frantically checking fileplanet*
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