My first hammer map. Based around gcombat! Pre-release pics and info.
325 replies, posted
[QUOTE=MotherMinge;13437733]It *Looks* like a professional grade map.
It's got more and more pretty features than most professional-grade build maps.
You could get yourself on pretty much any mod team with a portfolio of maps like this (No personal experience, just guessing).
Oh, and in reference to the room you were just talking about: Whenever a light has a hood around it, use a light_spot. It doesn't make sense for the ceiling to be illuminated, does it?[/QUOTE]
I know, I will change them to light spots and lower the light entity, I am just very lazy xD
Also over time, I will start making more maps, I have started on an island map, but only have the basic terrain and nothing else.
[QUOTE=30-aught-six;13437835]I know, I will change them to light spots and lower the light entity, I am just very lazy xD
Also over time, I will start making more maps, I have started on an island map, but only have the basic terrain and nothing else.[/QUOTE]
I'll definitely be interested to see what you can do with a year or two's experience and a half-dozen maps under your belt.
You've got the most important mapping skills down pat: Creativity, artistic eye (ability to see what looks "right"), and perseverance.
[QUOTE=MotherMinge;13437909]I'll definitely be interested to see what you can do with a year or two's experience and a half-dozen maps under your belt.
You've got the most important mapping skills down pat: Creativity, artistic eye (ability to see what looks "right"), and perseverance.[/QUOTE]
:) Thank you. I will keep working, it will just be slow because of college.
I was like, his first map? Why is he doing this? I'll just see how retarted this map is.....
I fucking choked on air.
[QUOTE=hollowman;13438599]I was like, his first map? Why is he doing this? I'll just see how retarted this map is.....
I fucking choked on air.[/QUOTE]
lol, I try :) I should have put hammer in quotations.
MMmmm.... since I'm such a noob, I'm unable to ever get textures that I download to work... except for this [I]one[/I] ice texture pack... Long story short, I will be patiently awaiting you packing the materials into the map. You can always put links to the materials saying" If you like these textures, go here to get them!" That way you're rewarding the material maker and you get more downloads.... and I get to play. You [I]do[/I] have nodes or plan on adding them right?
[QUOTE=MindMuncher;13446063]MMmmm.... since I'm such a noob, I'm unable to ever get textures that I download to work... except for this [I]one[/I] ice texture pack... Long story short, I will be patiently awaiting you packing the materials into the map. You can always put links to the materials saying" If you like these textures, go here to get them!" That way you're rewarding the material maker and you get more downloads.... and I get to play. You [I]do[/I] have nodes or plan on adding them right?[/QUOTE]
I don't know about nodes, but the texture packs are linked on the download page. just add them your garysmod materials folder, and to map with them, add them to your HL2 ep1, or ep2, which ever one you are using. I think anyway.
whadda ya mean you don't know about nodes?!
Thier easy... or at least they are easy unless you want [I]really[/I] good nodes. Then thier kinda difficult. All you have to really do is select the node entity (ground node... I think. it may just be a normal node). This is an info_node. Then place one on your map. It has to be on the ground. This point will be a spot that actls like a point on a grid, allowing the npcs to navigate to it via other info_nodes. Now copy your node and, in the 3D view, paste them around. They should be a fair distance away from eachother in wide open outside areas and more tightly packed in interior areas. The npcs will use these to navigate around... Like if they see you then you hide behind a wall. Without nodes they would no longer see you and would have no idea where you went so they would stand there like idiots. With nodes they would rush to your last position to see if they can spot you from there. They may even attempt to flank you around another corner. If you are hiding behind a box in the open and they are in front of a large building getting fired at, they will attempt to hide behind columns, doorways, or rush around your sides. Nodes are very useful... I'm pretty sure outside, nodes can be around 150 units away and inside they should be around 50... But don't quote me on that. I would suggest you use the valve dev wiki. I'll link you the node page. It gives you a suggestion on usage. Nodes make npcs work in your maps... without them npcs are worthless. And most solo gmod players (I like singleplayer alot... because of My addons mostly, but other things as well) will love having nodes in a map.
link: [url]http://developer.valvesoftware.com/wiki/Nodegraph[/url]
I suggest reading [B]all [/B]the way through that.
[QUOTE=MindMuncher;13449397]whadda ya mean you don't know about nodes?!
Thier easy... or at least they are easy unless you want [I]really[/I] good nodes. Then thier kinda difficult. All you have to really do is select the node entity (ground node... I think. it may just be a normal node). This is an info_node. Then place one on your map. It has to be on the ground. This point will be a spot that actls like a point on a grid, allowing the npcs to navigate to it via other info_nodes. Now copy your node and, in the 3D view, paste them around. They should be a fair distance away from eachother in wide open outside areas and more tightly packed in interior areas. The npcs will use these to navigate around... Like if they see you then you hide behind a wall. Without nodes they would no longer see you and would have no idea where you went so they would stand there like idiots. With nodes they would rush to your last position to see if they can spot you from there. They may even attempt to flank you around another corner. If you are hiding behind a box in the open and they are in front of a large building getting fired at, they will attempt to hide behind columns, doorways, or rush around your sides. Nodes are very useful... I'm pretty sure outside, nodes can be around 150 units away and inside they should be around 50... But don't quote me on that. I would suggest you use the valve dev wiki. I'll link you the node page. It gives you a suggestion on usage. Nodes make npcs work in your maps... without them npcs are worthless. And most solo gmod players (I like singleplayer alot... because of My addons mostly, but other things as well) will love having nodes in a map.
link: [url]http://developer.valvesoftware.com/wiki/Nodegraph[/url]
I suggest reading [B]all [/B]the way through that.[/QUOTE]
I know what nodes are, I just don't know if I will implement them into the map. I book marked the page for later reference.
Shit man, if that really is your first map, wow, just wow.
Oh, you will add them. I mean it... please... PLEASE add them. I play almost soley singleplayer and this would be an [B]AMAZING[/B] map if it had nodes... even as it is it's amazing.
[QUOTE=MindMuncher;13450883]Oh, you will add them. I mean it... please... PLEASE add them. I play almost soley singleplayer and this would be an [B]AMAZING[/B] map if it had nodes... even as it is it's amazing.[/QUOTE]
Have you played the v4 yet, is it slow? Are there any bad spots "fps wise"
I played v4, its pretty good overall. Sometimes it gets slower outside, but never gets below 70 fps for me. Well made map. like I said already though, 3D skybox if you make a new version, as current one is quite stretched [img]http://d2k5.com/sa_emots/emot-v.gif[/img]
[QUOTE=True_colors;13451791]I played v4, its pretty good overall. Sometimes it gets slower outside, but never gets below 70 fps for me. Well made map. like I said already though, 3D skybox if you make a new version, as current one is quite stretched [img]http://d2k5.com/sa_emots/emot-v.gif[/img][/QUOTE]
I plan to make the 3D skybox when I release the final version. And also I don't have fps problems either :P yay for the 4870. I don't know how slow it will be if someone is on a 8500 or something.
I already said- I'm judging from the pics on how good it is... I wouldn't be able to see the textures without the texture packs, and I'm not going to download the texture packs until later... when I fully understand them. I want to be able to add them to some of my maps.
Very Sexy.
[QUOTE=MindMuncher;13466268]I already said- I'm judging from the pics on how good it is... I wouldn't be able to see the textures without the texture packs, and I'm not going to download the texture packs until later... when I fully understand them. I want to be able to add them to some of my maps.[/QUOTE]
The texture Pack is only needed for the Building near the bridge. Everything else, I believe is stock hl2 textures.
Any updates?
[QUOTE=evan_madore;13721272]Any updates?[/QUOTE]
Not since the last beta, I have been busy. I did start an island map, but only have the basic terrain and a lot of cliff work to do.
I was wheel powered rock climbing on this map for a few hours.. Not bad. I am not a huge fan of dawn/dusk maps but it does fit in this situation.
Im sure you know about all the issues with this new revision by now. The 2 floating trees and pit of hell where you fall through the ground?
[QUOTE=F12Bwth;13734217]I was wheel powered rock climbing on this map for a few hours.. Not bad. I am not a huge fan of dawn/dusk maps but it does fit in this situation.
Im sure you know about all the issues with this new revision by now. The 2 floating trees and pit of hell where you fall through the ground?[/QUOTE]
Well I am sure I fixed the trees, but what about this pit?
We found a spot on one of the cliffs that props fall through the cliff and into a hole in the brushes. I took some pictures to show you, let me upload them.
[QUOTE=evan_madore;13737915]We found a spot on one of the cliffs that props fall through the cliff and into a hole in the brushes. I took some pictures to show you, let me upload them.[/QUOTE]
Alright
nice! your first major glitch even has a name! "[B]The PIT OF HELL[/B]!"
This means they liked the map enough to stay playing it long enough to give the glitch a nick-name.
[QUOTE=MindMuncher;13742181]nice! your first major glitch even has a name! "[B]The PIT OF HELL[/B]!"
This means they liked the map enough to stay playing it long enough to give the glitch a nick-name.[/QUOTE]
I still want to see where it is though, cause I have no clue :(
HOLY SHIT Is this really your first map?
[QUOTE=30-aught-six;13742219]I still want to see where it is though, cause I have no clue :([/QUOTE]
messing around on your map. We fall into "it" around 1:10.
[url]http://www.practiceboard.com/?10470233[/url]
[QUOTE=poopiecrap;13742964]HOLY SHIT Is this really your first map?[/QUOTE]
My first map for the Source engine, yes.
[QUOTE=F12Bwth;13747220]messing around on your map. We fall into "it" around 1:10.
[url]http://www.practiceboard.com/?10470233[/url][/QUOTE]
xD my map is in a video!! Makes me happy. Also that should be sealed, no clue why it wouldn't be. I'll check the vmf and check it real fast. For the textures, I wasn't sure where to add them for gmod, so I added them to the gmod/materials and the HL2 material folders.
Just checked and it's a solid displacement. Still no idea why it does that, but I like it. Pic incoming
Does it look solid?
[IMG]http://i56.photobucket.com/albums/g163/agonyskater311/54353.jpg[/IMG]
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