oc_archhall
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- Vertex
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Er, what aspect of vanilla mapping requires any coding or 3rd party programs other than the Source SDK?tomgreen wrote:Nah It was just a suggestion. Im to lazy to figure out coding for maps. Hell if you could put me behind a computer with just building the maps without the coding just like archetectures I would make great map, but its all the files and coding and programs you need to buy that scare me off.
I only use Hammer, sometimes VMEX and Entspy, but they're only for decompiling. Oh and I use good old fashioned notepad occasionally.
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Dark_Mage2, what can I say? Awesome! The volumetric lights and dustmotes add the perfect finish to that first room. Well done 
Regarding your issue with moving the combine away from the hidden spawn point, did you use the assault system? If not you should consider it in future as its perfect for a situation like that (http://developer.valvesoftware.com/wiki/Assaults).
The next hall looks great by the way, in terms of textures have you thought about pilfering the ones from CSS? de_dust springs to mind
Those arches look great, but have you considered making them into displacements and then using the sub-divide function? Using that on the supports would turn them into lovely looking pillars and make them that much more attractive.
Have you thought about how you're going to get the enemies into this room assuming that you'll be spawning them (i.e. instead of just using a static number of enemies) - you could perhaps open up the ceiling and have combine rappel in - think oc_bunker and you'll know what I mean.
Anyway, it's looking great and I'm looking forward to more updates!

Regarding your issue with moving the combine away from the hidden spawn point, did you use the assault system? If not you should consider it in future as its perfect for a situation like that (http://developer.valvesoftware.com/wiki/Assaults).
The next hall looks great by the way, in terms of textures have you thought about pilfering the ones from CSS? de_dust springs to mind

Those arches look great, but have you considered making them into displacements and then using the sub-divide function? Using that on the supports would turn them into lovely looking pillars and make them that much more attractive.
Have you thought about how you're going to get the enemies into this room assuming that you'll be spawning them (i.e. instead of just using a static number of enemies) - you could perhaps open up the ceiling and have combine rappel in - think oc_bunker and you'll know what I mean.
Anyway, it's looking great and I'm looking forward to more updates!
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- Vertex
- Posts: 12
- Joined: Tue Oct 10, 2006 10:57 pm
First im going to look into lighting the 2nd room. Il mess around with displacement pillars and arches some time this week also. I probably will have rappeling combines in one room or another but not this one.
It would also be nice if someone could help me out with combine-ness.
Have lights working now.
Lights in room2

Lights in room2 again

Lights in room2 again again

For now I want the light done, if you dont like it then il try improve.
It would also be nice if someone could help me out with combine-ness.
Have lights working now.
Lights in room2

Lights in room2 again

Lights in room2 again again

For now I want the light done, if you dont like it then il try improve.
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- Vertex
- Posts: 12
- Joined: Tue Oct 10, 2006 10:57 pm
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