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 Post #1
 15th August 2009 Last edited by DJ Iñaki; 15th August 2009 at 11:46PM..
DJ Iñaki's Avatar
June 2008
155 Posts
Hi there, i'm making a map for HL2 DM. but i'm stuck with ideas... so i come here to ask what do you thing i can do in this map...

I have to finish so i can move to new projects...

Here some screenshots of what i have until now...






 Post #2
 16th August 2009 Last edited by laptopman; 16th August 2009 at 12:16AM..
Gold Member
laptopman's Avatar
May 2008
2,613 Posts
moving clouds :O
how was dat done?
also, how'd you make that puddle? i liek.
 Post #3
 16th August 2009
Dennab
December 2008
2,583 Posts


Looks fine as it is.
 Post #4
 16th August 2009
ShadowDeath's Avatar
August 2008
194 Posts
That looks pretty damn good! You've got some fine texture making skills as well!

And would you teach us how to make those sexeh, wet reflective textures?
 Post #5
 16th August 2009
Dennab
December 2008
699 Posts
An other map to look forward to!

This is fucking amazing!
 Post #6
 16th August 2009
DJ Iñaki's Avatar
June 2008
155 Posts
moving clouds :O
how was dat done?
also, how'd you make that puddle? i liek.
Clouds:

half sphere inside textured with some scrolling texture of clouds, put in the skybox and done. also it can be made in brush. HL2 aready have scrolling cloud textures.

The Puddle I tried to do it like a decal, but is buggy it dont find the correct env_cubemap, so the best is use a model.

And then a texture of only what u want to reflex. here the one i use:
Code:
"UnlitGeneric"
{
	"$model" "1"
	"$envmap" "env_cubemap"
	"$envmapmask" "decals/decalborealispuddlemask001a"
	"$envmaptint" "[ 0.50 0.50 0.50 ]"
}
Sorry for my english it's not my first language... ^^
 Post #7
 16th August 2009
Gold Member
HiddenMyst's Avatar
June 2006
8,111 Posts
The way you did the puddle is the same as how they did it in l4d
 Post #8
 16th August 2009
Dennab
July 2009
609 Posts
nice!
 Post #9
 16th August 2009
DividesByZero's Avatar
February 2009
219 Posts
Did you get the Skydome idea from Unreal Tournament?
 Post #10
 16th August 2009
Larry_G's Avatar
November 2008
3,493 Posts
Really nice map, I quite like it. Interiors could use some more detailing though.
 Post #11
 16th August 2009
coolguyfourteen's Avatar
May 2009
971 Posts
looks awesome
 Post #12
 16th August 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Really nice map, I quite like it. Interiors could use some more detailing though.
Yes that's what i need interiors Ideas, for 2 places:

First of all i need something to put inside the Combine Depot...



And then also the emptyness of the abandoned Factory... im maybe doing something like the generator area in L4D's No Mercy...



Also if u want more screenshots and info abount this map you can take a look of mi Blog http://inakistuff.blogspot.com/ it's in Spanish sorry, but google exists. ^^
 Post #13
 16th August 2009
shibbyfoo's Avatar
July 2005
313 Posts
Looks great, how large is the map. When I see this I think a kind of aftermath roleplay. So if its large enough it would be great certainly with a dark mysterious creepy atmosphere.
 Post #14
 16th August 2009
Hostel's Avatar
January 2009
1,358 Posts
Seems to be coming along pretty well, the lighting and fog go together the great, it creates a certain atmosphere. All I can say is that it needs more detail in certain areas now.
 Post #15
 16th August 2009
Gold Member
Dennab
January 2006
8,210 Posts
Razor train loading depot. Which is what the depot is as well as a prisoner holding facility and airwatch outpost.
 Post #16
 17th August 2009
SourceRyan's Avatar
May 2009
62 Posts
Perhaps you could set up some combine mini-barricades and/or turrets for cover and decoration.
Also, If I begged, is there anyway you could put some info nodes on the map? I'm aware its a dm map, which has no use for them, But I usually use maps in gmod, and npc nodes make a huge difference.
 Post #17
 17th August 2009
Gold Member
Furioso's Avatar
October 2006
6,288 Posts
Oh god, that is awesome. If you haven't already, do include a soundscape for that rain.

Add some fences here and there. Maybe you could add some water to that canal. I think it'd look great, especially if the water level was just over that chunk of land jutting through the bars.
 Post #18
 18th August 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Looks great, how large is the map. When I see this I think a kind of aftermath roleplay. So if its large enough it would be great certainly with a dark mysterious creepy atmosphere.
It's quite small, not too big.


Seems to be coming along pretty well, the lighting and fog go together the great, it creates a certain atmosphere. All I can say is that it needs more detail in certain areas now.
What areas?, be more specific, so i can do better.


Razor train loading depot. Which is what the depot is as well as a prisoner holding facility and airwatch outpost.
I thing about that, but there are already a map with a Depot train station... and in mine it's the canal thing... i don't see a train crossing it.


Perhaps you could set up some combine mini-barricades and/or turrets for cover and decoration.
Also, If I begged, is there anyway you could put some info nodes on the map? I'm aware its a dm map, which has no use for them, But I usually use maps in gmod, and npc nodes make a huge difference.
If u see some nice combinething, screenshot and show it to me, i need ideas... ^^
And if someone else ask for AI Nodes i will do it...


Oh god, that is awesome. If you haven't already, do include a soundscape for that rain.

Add some fences here and there. Maybe you could add some water to that canal. I think it'd look great, especially if the water level was just over that chunk of land jutting through the bars.
I already have sounds for the outdoors rain. but i need some cool indoors rain sound... if u now were i can find that, please tell me.
Abount the water, it will be in the canal. but it's optional, it can be raice up with a button in the secret room ¬¬.

Again i apologise for my english...
 Post #19
 18th August 2009
SourceRyan's Avatar
May 2009
62 Posts
If u see some nice combinething, screenshot and show it to me, i need ideas... ^^
And if someone else ask for AI Nodes i will do it...
Essentially, this:

http://www.garrysmod.org/downloads/?a=view&id=54758
There's a hammer prefab of the combine mounted turret. The barricades are just the turret-less versions of those.
Either/both would be a nice addition, showing that the map is a combat zone. Plus, you know, mounted guns...
 Post #20
 18th August 2009
DJ Iñaki's Avatar
June 2008
155 Posts
i'm sorry but in HL2DM the mounted guns are messed up. just dont work, the only ones who work are the func_tanklaser, func_tankrocket. the others are buggy :/
The barricades i already use, not in the depot, just i thing it is like an storage area, not a compat area, but in the outdoors i put a few...
 Post #21
 18th August 2009
Géza!'s Avatar
January 2008
1,759 Posts
For the depot, hmm.... Maybe make it a sort of "Base of operations" for that canal area. Logically, the Combine would want to look over the canals too, and for that, such base would be useful.

However, about what exactly to put inside the building to give it the "base of operations" feeling, uhh, let it be your decision. :B
 Post #22
 18th August 2009
Dj-J3's Avatar
November 2008
3,781 Posts
puddle is
 Post #23
 28th August 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Clipping....
 Post #24
 28th August 2009
krassell's Avatar
January 2009
141 Posts
i'm sorry but in HL2DM the mounted guns are messed up. just dont work, the only ones who work are the func_tanklaser, func_tankrocket. the others are buggy :/
Func_tank works perfect in hl2dm, you just need to add key bullet with value of 1 w/o smartedit. Pm me if that will not work.
 Post #25
 28th August 2009 Last edited by DJ Iñaki; 29th August 2009 at 12:13AM..
DJ Iñaki's Avatar
June 2008
155 Posts
Func_tank works perfect in hl2dm, you just need to add key bullet with value of 1 w/o smartedit. Pm me if that will not work.
I already try that, but i will try it again.

It don't work :(...
sdk_test_room4.vmf
 Post #26
 31st August 2009
The Unnamed's Avatar
August 2009
158 Posts
To me, it looks great as is, where is. Props for you :D
 Post #27
 11th September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Make it bigger !!! say mi friend. so im expanding the horizont...(the first reazon for use fog)





Also i been doing some Graffiti stuff toked from real photos, most of they from my country, but if u have seen some cool graffity post it here an i will see what do with it.

 Post #28
 12th September 2009
blah2's Avatar
August 2005
1,443 Posts
Wall looks too sharp in contrast to the spray paint.
 Post #29
 12th September 2009
Gold Member
djshox's Avatar
September 2005
4,925 Posts
Wall looks perfect to me. I'm hoping to see some new screenshots!
 Post #30
 13th September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Screenshot? sure, here goes this:



When i do some progress with this i will post more info... ¬¬

Also if you have modeler skills or just good ideas take a look this thread:
http://www.facepunch.com/showthread.php?t=809142
 Post #31
 13th September 2009
camacazie638's Avatar
November 2005
891 Posts
Wow, very nice map! I love the atmosphere you gave it and the Combine architecture in some of those pictures are amazing, looks alot like the Combine concept work valve's artists drew out. This is probably one of the best looking custom maps for HL2 DM that I've seen, hope the gameplay of the level is just as good as it's looks!
 Post #32
 13th September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
That's exactly my fear... from the scratch I thought this map to be a detail challange to me, but i never thing too much in the gameplay. First of all, this map is based in the idea from other DM map, 2PLAY i took from him the basic premise, 2 bases 2 briges 1 canal 1 ramp. and from that the rest come...

but i will need to make a betatesting of gameplay... mostly because in older computers it look to drown in FPS...

Here a little map of the areas playables until now...
 Post #33
 13th September 2009
Dennab
September 2009
130 Posts
if all else fails... RP or zombie survival.
 Post #34
 13th September 2009
Gold Member
Dennab
August 2006
3,358 Posts
Get out.

I would recommend getting something playable down, and just playing it a lot with friends and tweaking it until you get the gameplay right.
 Post #35
 13th September 2009
Dennab
September 2009
130 Posts
i dont wana get out.
 Post #36
 21st September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
more modelling stuff wasting time...
 Post #37
 21st September 2009
Gold Member
laptopman's Avatar
May 2008
2,613 Posts
Cool, what is it?
 Post #38
 21st September 2009
Gold Member
limulus54's Avatar
August 2008
6,033 Posts
more modelling stuff wasting time...
someone should make an entity similar to the roller mine, except it flies, using a similar model.
 Post #39
 21st September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
I quote my self:

... i create(or copy ideas from sakarias) some device things to use with the gravity gun(in this map), so i have how they work, now they need to have a badass model. a couple of they will bee fine, here a list of what i have until now...

A sticky bomb that glue to you and passed a time it explotes evaporate u and drag physics to it.
A ... sphere that creates a perimeter that slows all the physics and players and then makes a shockwave that mess up all.
A ball that chases u with lasers(pretty much like rollermines)

And....
Still to do:
Something like a shield that protects u from grenades &/or physics.
A smoke grenade or some shit like that...
Jarate thing...
 Post #40
 22nd September 2009
DJ Iñaki's Avatar
June 2008
155 Posts
Started modeling other of the devices...
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