[hl2dm] dm_sewers

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[hl2dm] dm_sewers

Postby indrora on Sun May 20, 2012 5:23 am

Little map in progress. Very little of the brushwork is actually mine, as I found this random VMF (with the name d_train_test_bug_01.vmf). oddly, it had nothing to do with trains, but instead had a very undeveloped sewer-type area.

So I started working on it. A lot. There was only brushwork, nothing else. it was all broken. I've been slowly, carefully re-working much of the brushwork. I've learned a lot of how to undo someone's reckless Carve moments.

There's some places I'm not too proud of, but I like it overall.

Overview:
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Main yard:
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Sewers off main yard:
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More images here.
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Re: [hl2dm] dm_sewers

Postby srredfire on Sun May 20, 2012 11:09 am

I'm pretty confident some of that is from one of the old worldcraft maps for HL2 Beta, in the canals section.

Doesn't really matter though. Fix it up!
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Re: [hl2dm] dm_sewers

Postby indrora on Tue Jun 26, 2012 11:38 pm

A small update. After hammer trashed my map, I just about cried. But, I fixed it and TEXTURED the thing. Here's what it looks like:

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Re: [hl2dm] dm_sewers

Postby Epifire on Wed Jun 27, 2012 6:12 am

Looking better man! Since this is a small update, I am not going to be a dick and tell you it is missing a ton of stuff since I know your not done. But just some pointers to consider. This was labeled as a train map before, maybe some train wreckage, or a helicopter crash in that water area. Moving props or active objects in the level are always nice eye candy for the player as well. Could also add in some simple sky box buildings outside of the map if you did not already plan on doing that.

Just some ideas, from one mapper to another. :smt023
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Re: [hl2dm] dm_sewers

Postby indrora on Wed Jun 27, 2012 10:18 pm

Epifire wrote:missing a ton of stuff


"Hammer Ate My Map" -- It used to have a lot more, then all my point entities went poof during a save.

Epifire wrote:This was labeled as a train map before, maybe some train wreckage, or a helicopter crash in that water area.


I'm trying to figure out how to make a train go over the bridge at semi-regular intervals. Only problem is that when I place my prop_static, child it to a func_train and run, it ends up being rotated 90*.

I don't know if I'm doing something wrong, or if I just missed a part of the tutorial.

Epifire wrote:. Moving props or active objects in the level are always nice eye candy for the player as well.


I'm trying to keep in mind low-end boxes (see: Mine, which shivvers and shimmies when I turn on HDR at anything but 800x600). Also, I've never personally liked DM maps with lots of moving shineys.

Epifire wrote: Could also add in some simple sky box buildings outside of the map if you did not already plan on doing that.


Definitely considering a 3D skybox. Never been good at them, but I could easily learn.
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Re: [hl2dm] dm_sewers

Postby Epifire on Thu Jun 28, 2012 2:28 am

indrora wrote:I'm trying to figure out how to make a train go over the bridge at semi-regular intervals. Only problem is that when I place my prop_static, child it to a func_train and run, it ends up being rotated 90*.

I don't know if I'm doing something wrong, or if I just missed a part of the tutorial.


There is a flag in the brush based func_tracktrain to get rid of that. I believe it is, "fixed orientation" that needs to be set if I recall. I just punched in a few ones last time so your best bet is to try that out in a test map, and then when it is all ironed out set it as a prefab and load it into your multiplayer map.

From one mapper to another, hope that helps.
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Re: [hl2dm] dm_sewers

Postby Dives on Thu Jun 28, 2012 3:06 am

Fixed orientation just means that it won't change its orientation to face the direction of motion. It doesn't sound like thats something you want.
When maps are loaded in-game, tracktrains are always rotated 90 degrees clockwise from from what you placed in hammer, so to correct this place your train model rotated 90 degrees counter-clockwise in Hammer.

Just weird Source Engine behavior that only serves to drive us all mad.
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Re: [hl2dm] dm_sewers

Postby Epifire on Thu Jun 28, 2012 3:28 am

Hmm maybe I was thinking of the no pitch option. I recall having some objects turned, and having one of those options fix that. I guess pitch is a different axis anyway. All I can do is try.
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