oc_osprey

Show off work in progress maps.

Should the map be in "Night Time" or "Day Time"?

Day Time
28
68%
Night Time
13
32%
 
Total votes: 41

Scrap
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Post by Scrap »

Oniyuri wrote:That looks nice. :) I dunno why, but the sand makes me feel happy. :D
you mean im not the only one? im always a sand-a-holic so to speak. Everything with sand, yellow color is cool 2 me. Its a curse i tell ya, a curse!
[JSC][GU]PREDATOR
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Post by [JSC][GU]PREDATOR »

yay black mesa!
BOB
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Post by BOB »

You should make it so all the scientists in the map are Dr. Klieners.
Svanrog
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Post by Svanrog »

[JSC]_PREDATOR wrote:yay black mesa!
Probably black mesa is the reason I love sand. Probably it's because of black mesa my map is settled in the nevada desert. Black mesa is a place you must love. :)
skidz
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Post by skidz »

I would say from the new screenshots:

*The bunker uptop needs abit of work. Make sure to have parts of it breakable :D

*More lighting, its very dark.

*Fix up that texture alignment.

*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there :D

*Also, try to make the area outside larger.
Maxunit
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Post by Maxunit »

skidz wrote:I would say from the new screenshots:

*The bunker uptop needs abit of work. Make sure to have parts of it breakable :D

*More lighting, its very dark.

*Fix up that texture alignment.

*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there :D

*Also, try to make the area outside larger.

THATS a nice reply. Critics and information at once. THANK YOU xD.

I re-worked the Room, the Textures with the blue stripe are normal that way, that's even the same in sc_osprey.

Sure, I can give the light_env a yellowish texture and do it brigther. HDR lightning will be contained in the "update"(tommorow).

The Area outside larger?....hmm...would have to move almost half of the map, but the part that would need be moved it currently empty.

I have added a "mini-quest" to the map, where you have to re-activate the power by teleporting to the generators room. The defence there isnt weak.


Screenshots from the stuff will follow tommorow, as said above.
skidz
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Post by skidz »

Maxunit wrote:
skidz wrote:I would say from the new screenshots:

*The bunker uptop needs abit of work. Make sure to have parts of it breakable :D

*More lighting, its very dark.

*Fix up that texture alignment.

*Give the light_enviroment a yellowish texture and make it brighter. Would look nice with some HDR out there :D

*Also, try to make the area outside larger.

THATS a nice reply. Critics and information at once. THANK YOU xD.

I re-worked the Room, the Textures with the blue stripe are normal that way, that's even the same in sc_osprey.

Sure, I can give the light_env a yellowish texture and do it brigther. HDR lightning will be contained in the "update"(tommorow).

The Area outside larger?....hmm...would have to move almost half of the map, but the part that would need be moved it currently empty.

I have added a "mini-quest" to the map, where you have to re-activate the power by teleporting to the generators room. The defence there isnt weak.


Screenshots from the stuff will follow tommorow, as said above.
Add some sprites in the spawn room as well, portals.
Maxunit
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Post by Maxunit »

Hmm i tried adding sprites via env_sprite, but I get following errors.

For example:

Code: Select all

Model sprites/strider_blackball not found!
I don't know, what I'm doing wrong...anyway, I will extract the oldschool teleporter sprites from HL1: Source ^^
Svanrog
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Post by Svanrog »

Sounds strage. Maybe if you set the sprite name to sprites/strider_blackball.spr
Not very likely, but worth a try. :)
Maxunit
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Post by Maxunit »

Yep..you need to apply the file extension .spr to the path.

Strange, but solved the problem...

Anyway, I have added the old HL1 Teleporter Sprites xD

Now I have done many stuff, i just need to resize the outter part. It already has HDR Lightning, the yellowish touch. Then I will go on with mapping the last 2 rooms for part 2 of the map and adding some more triggers to it.

I think, a playtest is do-able tommorow already, if I am fast enough.
Svanrog
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Post by Svanrog »

Maxunit wrote:I think, a playtest is do-able tommorow already, if I am fast enough.
I'm interested, as long as I have time when that testing occurs. :)
Yay! 400th post!
BOB
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Post by BOB »

Remember if you need a tester theres always a BOB around. :D
Maxunit
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Post by Maxunit »

I have just resized the outter part and added some things like the containers. One is made out of brushes, so that I could do the damaged "entrance" and the damaged ceiling. The Contrainer includes following:

Uzi
Bullchicken/Bullsquid
Healthpack

So far, I have the map this far done:

Level 1: Playable Beta
Level 2: Testing Area/In Development
Outter Part: Playable Beta
"The Generator"(extra): Playable Final

I will post at least 2 new screens during the day.

I will create a features/development list with things, I have done/i have to do in my first post to keep you updated.

Greetz,

Maxunit
The fox
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Post by The fox »

I like the screenshots really sticks to the original level. Beside the house thingy by the control room where you can get barneys to back you up. Gonna be intresting to run around in the level and play it for myself to see how good it sticks to the original one.
Maxunit
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Post by Maxunit »

The "House thingy" ist just an idea I had....maybe I will remove it again, but then the room looks so...naked xD.

I will think about it again.

I will post some screens in a short time.
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