[B]HellZone Half-Life Two Serious Roleplay[/B], Is now using this Award winning map!
IP - snip
[highlight](User was banned for this post ("Wrong place to advertise" - Orkel))[/highlight]
Beta 4 released!
Changelog:
-Fixed the horrible lag outside of the trainstation (this was due to the mirror inside the Terminal Hotel, which has been removed
-Reversed Pod 2 so it acts like Pod 0 and Pod 1, as well as moving it inside rather than it spawning in the plaza
-Added more custom propaganda posters (Thanks Waxx)
-Improved Plaza lighting
-Moved broadcasting room to the Consul's office, removed the mobile camera because it caused problems.
-Moved Cafe Baltic to the old Broadcasting Room, made it sort of like a diner
-Added an Incinerator
-Added a laser torture device to the Interrogation Room
-Moved the entire Nexus tunnel system further underground to avoid problems with hearing conversations on the street level
-Added Door Breach training to the gun range
-Added a door into the gun range
-Added a little more to the sewers
-Added more detail
-Made the vents going to the Frontier room a little less awkward, removed the props that spawned in front of it and replaced it with a door-grate
-More bug fixes and optmizations
*Scrubbed*
Beta 5 went out last night, sorry for the short time between 4 and 5.
Changelog for Beta 5:
-Fixed Pod 2.
-Removed Interrogation Room mirror
-Added a light and sound to the Interrogation Room laser. Added A button to toggle the spotlight in the room itself.
-Added new Pod Shell animations. They're a little slower and I may revert to the old ones, but they do look better.
-Added two elevators that allow more catwalk access, with a small room to go with them.
-Opened the Souvenir Shop door
-Added a tunnel from the nexus to the sewers
-Made the vents even better
-Removed collisions for hundreds of static props that didn't need it such as light fixtures
-Lighting Improvements
-Slight optmizations
-Tons of bugfixes/clips to prevent players from getting stuck
Edit: Also new screenshots.
Looks really good
Just pushed out B6!
Changelog for Beta 6:
-Added env_skypaint
-Added env_sun
-Changed Skybox to Skypaint. Retiring Firegod's skybox. Thanks Firegod! It had a great run
-Added Clinic to the plaza
-Rations got an upgrade. Now has a booth instead of just a pillar, and announcement sounds (Thanks Jettblack!)
-Added a door to the armory window
-Cleaned up the street with Checkpoint 1 and Warehouse 4 and 5, move some of the car wrecks to Construction
-Combined Warehouse 3 and 4/5
-Added detail to Construction
-Added music to the Grizzly Grotto (toggable, but plays initially the first time somebody walks in)
-Added a back area to Cafe Baltic
-Redid the catwalk rails
-Made the train track accessible
-Train now comes once every 7 minutes.
-Train shake range reduced
-Cleaned up the Theater, now less abandoned/run down
-Rebel Base has a secret one-way escape exit
-All prop TVs are now portable.
-More detail
-More optimization
This is the best citadel/combine nexus I have ever seen. When I did HL2RP it was all I ever wanted in one. Multiple entrances and exits, HUGE and intimidating, a pod transport system. Just wow. I mean the rest of the map is great too but.
Wow.
So I've played each iteration of this map since you've released it and by golly god, having played every single HL2RP map out there, I am fucking impressed.
The city is incredibly spacious, especially on the vertical plane. And yet, you make it feel dense, populated. Even claustrophobic in some areas. And despite this, you manage to cram in tons of little details. The city feels like a living, breathing and realistic city, with seemingly ten different ways to get to each area. It isn't quite Dave Brown "At least two routes out of every possible situation", but this map definitely lends it's self to complex pursuits and stealth scenarios.
Each building feels unique. I definitely feel like I am in a brand new location. And every building feels incredibly different architecturally individual. The diner you've created is my favourite example, being my favourite area of the map. I love the seats you've created, the perfect placement of the television, and the gorgeous overlook of the plaza.
The Nexus, of course, is stellar. As someone with a huge fucking prison fetish (wat), your pod system and detainment have tickled my interests like no other. I'm particularly fond of how well you've separated the internal nexus from the detainment and reception facilities. Nothing is worse in HL2 maps than dragging a detainee through the nexus, passing armouries and offices alike. I am especially pleased by the pod outside which means I don't even have to enter the nexus with a prisoner. Mind you, the pod system does seem rather buggy but perhaps I'm just terrible at controlling it.
I especially love the backstreet under the train track. Fantastic setting. And I LOVE the cinema at the end.
Really, I only have one criticism. I really don't like the propaganda posters. They completely destroy the canon I have, they're a little corny and not exactly subtle, and they're not exactly ignorable. I think you should replace them with default HL2 posters and tone it down a bit. At the end of the day, just about every server which uses the map will run OA/Clockwork which allows players to put up their own posters.
Other than that bud, this is incredible work and getting better with each new iteration. I can't wait to see what you do next.
Found fitting music for this map.
[video=youtube;VEuAyZkV8UY]http://www.youtube.com/watch?v=VEuAyZkV8UY[/video]
Wow, I've never heard that. That's not from the OST is it?
This song was some good inspiration for the feel I was going for.
[video=youtube;vXjIIv1KCfw]http://www.youtube.com/watch?v=vXjIIv1KCfw[/video]
[editline]1st March 2013[/editline]
[QUOTE=DeathByKittens;39761534]Really, I only have one criticism. I really don't like the propaganda posters. They completely destroy the canon I have, they're a little corny and not exactly subtle, and they're not exactly ignorable. I think you should replace them with default HL2 posters and tone it down a bit. At the end of the day, just about every server which uses the map will run OA/Clockwork which allows players to put up their own posters.
Other than that bud, this is incredible work and getting better with each new iteration. I can't wait to see what you do next.[/QUOTE]
I really don't want to change the posters. The HL2 ones are dull, and this map is supposed to have a strong HL2 Beta feel which is where the lines on the poster originate from(If you listen to the PA announcements in the plaza, those sounds came from the leak). If I hear enough complaints, maybe I'll release a version without them..but as it stands right now they've seemed to be pretty popular.
I found it when i was looking for hl2 music in youtube.
I guess it's from the Hl2 beta, and meant to be played during some kind of military march.
Nope, while it's not played in HL2, it is present in the files. (I actually found it after I got a copy of the Orange Box Soundtrack from audacity), but it is a very good song.
[QUOTE=thejjokerr;39772713]The poster materials can be changed with Lua easily, so dont bother.[/QUOTE]
Care to share?
This map is pretty damn good. Atmosphere and everything. Only thing that looks odd is the white building in the construction area. The windows don't fit that exterior texture. It just looks really off. Everything else looks very good though.
Hey guys, my laptop is toast. Won't be able to work on the map for a while. Feel free to contact me with any questions/issues though.
This actually made me reinstall Garry's Mod just to explore this map (because I usually love the ideas and atmosphere of Old City 17). However, I don't know if it's how you designed the map, or just seeing these older concepts actually take some form of reality, but it just makes me so much happier that Valve actually cut all that stuff. Nothing about it really screams "Half-Life" to me. Don't be offended though, I'm not knocking your work, not by a long shot. For what it is, it looks fantastic.
This map is awesome, even though when I first tried it I got lost. (But on a map shouldn't that be a good thing? :D)
[QUOTE=Marcolade;39800815]This actually made me reinstall Garry's Mod just to explore this map (because I usually love the ideas and atmosphere of Old City 17). However, I don't know if it's how you designed the map, or just seeing these older concepts actually take some form of reality, but it just makes me so much happier that Valve actually cut all that stuff. Nothing about it really screams "Half-Life" to me. Don't be offended though, I'm not knocking your work, not by a long shot. For what it is, it looks fantastic.[/QUOTE]
The main difference is that VALVe's dirty / industrial C17 was much more clostrophobic and only had orange / dirty colors from the sun, then some really sharp blues from combine; and brown-yellow lights in some areas.
Don't get me wrong, I'd love to see you work on more modern / lighter scenes, and your brushwork for this map is really nice, but I don't think it's quite your forte.
[QUOTE=thejjokerr;39787448]Here ya go, still with comments from my gamemode.
-- Replaces a materials base texture with a different materials' base texture.function SwapMaterialBaseTexture(original, replacement) local oldMaterial = Material(original); local newMaterial = Material(replacement); -- Check if the materials exists. if(not oldMaterial:IsError() and not newMaterial:IsError())then oldMaterial:SetTexture("$basetexture", newMaterial:GetTexture("$basetexture")); end;end;
You would use it like:
SwapMaterialBaseTexture("KFCSGTSICK/colsanderskfc", "newkfcmaterial");
(Which would change one of the kfc textures in RP_EvoCity_v2d to a new material)
No need for extensions like vtf, vmt or png. Also use it in a InitPostEntity hook to ensure it works.[/QUOTE]
Thanking you <3
Beta 7 is out!
Changelog for Beta 7:
-Converted and redesigned some of the map's geometry into models (train tracks, staircases, signs, scaffolding, etc)
-Added street signs (Assembly, Collation, Distribution, Requisiton, etc)
-Added a laundromat and a souvenir shop on the street with Warehouse 4/5, now "Requisition Street"
-Upgraded Checkpoint 3
-Moved Checkpoint 4 to Assembly Street
-Removed the generators in the building next to Checkpoint 4
-Added toggable shutters to Foto/Change
-Added fence doors to a lot of the fences, making it easier for server owners to decide what walkways they want open
-The building across from the Theatre on Assembly Street now has multiple floors and roof access, each floor being its own loft.
-Added pipes allowing you to get up onto the construction rooftops from the train tracks
-Added basketball court
-Added new radio to the basketball court, "Beautiful Creature" and "Rust Belt" (this radio is static, sorry)
-Added small park
-The construction site now has invidiual rooms and doors, making it more useful
-Added bathroom stalls to the Grizzly Grotto
-Pod 2 fixed (FOR REAL THIS TIME)
-Pod 1 goes to a new Combine outpost at Warehouse 6
-Detainment is in an entirely new location, with a new elevator. Includes 5 cells, 4 solitary cells, showers, an eating area, and a multi-prisoner cell with observation.
-Seperated the Consul's desk and the broadcasting studio
-Dropped the circular room down in the sewers
-Added a small shantytown in the sewers
-Changed the sewer water texture
-Removed the mirror in Cafe Baltic due to performance issues
-Lots of bugfixes
-Performance increases in a lot of areas
You should probably update the OP.
This map is ridiculously complex I'm really impressed, neat architecture and use of resources!
Update!
Changelog for Beta 8:
-Day/Night cycle implemented. (Separate download) The map will function normal without it, but I highly suggest using it. It features:
*Sun that rotates around the map
*Lightmaps that change with the time of day
*Blending sky (using skypaint) that changes with the time of day
*Automatic streetlight toggle at dawn/dusk
-Nexus improvements This features:
*Lobby is now open to the public
*Floor closed, rails replaced with walls/windows
*Letters to the Administrator letterbox added
*Combine-i-fied parts of the nexus and added more detail
*Added a small jail cell near interrogation
*The Propaganda TV is now controlled from the broadcasting station in the Consul's office
Geez, there's quite a lot of air pollution in this version.
[QUOTE=Skerion;40447343]Geez, there's quite a lot of air pollution in this version.[/QUOTE]
Whalecum to the beta world.
Just released a hotfix that fixes some missing textures due to not having EP2 mounted. Hope this helps some people!
Well hey, at least Sally's silly bump wasn't for nothing.
A fantastic map, credit well deserved.
Not sure if this has been posted, but this has a lot of issues with HL2RP's combinelocks on certain doors, they have a bad habit of teleporting.
[IMG_THUMB]http://puu.sh/2DW5C/2567830c6f.jpg[/IMG_THUMB]
[url]http://forums.cloudsixteen.com/index.php?topic=1447.0[/url]
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