Death To The Combine WIP Mappack!

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

Death To The Combine WIP Mappack!

Postby Puppet_That_Kills on Sun May 15, 2005 5:09 pm

Hey guys! This is Puppet_That_Kills with my latest mapping creation: Death To The Combine!
DTTC is loosely based on the first area of HL2 chapter 2: "Route Canal", and no, it has nothing to do with an operation on your teeth :P. It will contain more than one map (YAY!) and many outdoor/urban areas.
If anyone can tell me how to post screenshots please tell me.

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Postby Spas12 on Sun May 15, 2005 5:14 pm

For screenis just use imageshack and pos URL on this site.
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Re: Death To The Combine WIP Mappack!

Postby showNOmercy on Sun May 15, 2005 5:23 pm

Puppet_That_Kills wrote:Hey guys! This is Puppet_That_Kills with my latest mapping creation: Death To The Combine!
DTTC is loosely based on the first area of HL2 chapter 2: "Route Canal", and no, it has nothing to do with an operation on your teeth :P. It will contain more than one map (YAY!) and many outdoor/urban areas.
If anyone can tell me how to post screenshots please tell me.

Puppet


Are you referring to the entire process starting with screen shots?

If you are only talking about posting then all you need is the image hosted somewhere on a web server like http://photobucket.com/ and the link to the image like http://forum.interlopers.net/templates/ ... _image.jpg, then just use the [img]link%20goes%20here[/img] tags in the body of your message.

example code produces image below:
Code: Select all
[img]http://forum.interlopers.net/templates/NoseBleed/images/top_image.jpg[/img]

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Allright!

Postby Puppet_That_Kills on Sun May 15, 2005 5:54 pm

Feast your eyes in this:

http://tinypic.com/53th6x
http://tinypic.com/53tjqx
http://tinypic.com/53tjt2
http://tinypic.com/53tjz9

Its still in a very early stage.

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Postby ShaDoW on Sun May 15, 2005 6:23 pm

It could possibly use some more brush detail.

Nice start though, I'm looking forward to playing it.
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Wha?

Postby Puppet_That_Kills on Sun May 15, 2005 8:04 pm

Don't mean to sound stupid or anything, but what do you mean by more brush detail?

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Re: Wha?

Postby showNOmercy on Sun May 15, 2005 9:31 pm

Puppet_That_Kills wrote:Don't mean to sound stupid or anything, but what do you mean by more brush detail?

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Correct me if I'm wrong Shadow:

He means that all your walls and floors are flat 90 degree angles and corners. All the floors and walls and ceilings you create are called brushes in hammer. Fancy up the brush work could includ rounding of edges, angled walls instead of perfect right angles... etc...
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Postby Blink on Sun May 15, 2005 9:40 pm

You need to buildcubemaps as well
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Re: Wha?

Postby ShaDoW on Mon May 16, 2005 10:52 am

showNOmercy wrote:
Puppet_That_Kills wrote:Don't mean to sound stupid or anything, but what do you mean by more brush detail?

Puppet


Correct me if I'm wrong Shadow:

He means that all your walls and floors are flat 90 degree angles and corners. All the floors and walls and ceilings you create are called brushes in hammer. Fancy up the brush work could includ rounding of edges, angled walls instead of perfect right angles... etc...


Yes, that sounds about right.
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Cubemaps?

Postby Puppet_That_Kills on Mon May 16, 2005 11:12 am

I used the buildcubemaps command in the console and the game crashes with an error message!
I'm making great progress! The first outdoor area is almost finished and ready for some nice screenshots. Remember the useable stationary combine guns? You get to use one in the map and kick a**! :twisted:
BTW Has anyone here played my previous maps? Apartment 101, Engage The Combine, Engage The Zombies to name them all. Apartment 101 is the only one worth playing and is my best work thus far. Wait, am I bragging? Just kidding! Anyway, If you havent you should check it out! Heres the link:

http://halflife2.filefront.com/file/Hal ... _Map;39864

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Postby Serever on Mon May 16, 2005 12:30 pm

you need to have at least one env_cubemap in your map to run buildcubemaps. theres two tuts on this site on what they are and how to use them.
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Media Update!

Postby Puppet_That_Kills on Tue May 17, 2005 2:42 am

I bring you ye old media update! I sort of got the buildcubemaps command working. Enjoy!

http://tinypic.com/54spig
http://tinypic.com/54spk1
http://tinypic.com/54sppl
http://tinypic.com/54spqu
http://tinypic.com/54sps7
http://tinypic.com/54sr2w

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*Edit:
Ya know, comments are more than welcome!
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News and Media Update!

Postby Puppet_That_Kills on Sun May 22, 2005 2:38 am

First I have a media update for you! The first map is juuust about finished. Work is being started on the seccond map and it is looking splended already!
And please post comments and sugestions.

http://tinypic.com/5b4uht
http://tinypic.com/5b4v80
http://tinypic.com/5b4v9u
http://tinypic.com/5b4vew
http://tinypic.com/5b4vgx
http://tinypic.com/5b4vit
http://tinypic.com/5b4vo9
http://tinypic.com/5b4vsy
http://tinypic.com/5b4vv9

I also have a question. This is my first time working with level changes! Everything is working fine, no problems with the change itself. But after the seccond map is loaded the AI is disabled. This can easily be fixed by typing ai_disable 0 into the console but this is enoying and interupts the gameplay. Can anyone tell me a way to solve this problem?
I also have another (kinda stupid) request. I need an expearenced mapper to help me optomize these maps so they handle on low-end computers. If this person can also spice up the levels a bit that would also be a GREAT help! Until next time!

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Postby Shifty31 on Sun May 22, 2005 3:09 am

Add the Entitie "point_clientcommand" and set its name to "ai_disable 0" on what ever map you want this command to be run as.

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Re: Media Update!

Postby Shifty155 on Sun May 22, 2005 4:01 am

Puppet_That_Kills wrote:Ya know, comments are more than welcome!


Yeah, we know -_-
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