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03-27-2005, 01:48 AM | #1 |
Join Date: Mar 2005
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I am not the author of the original run, it was done by taZer whom I have unsuccessfully tried to contact.
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03-27-2005, 05:37 AM | #2 |
Join Date: Jan 2005
Location: Australia
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if he rages just change the name
jog |
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03-27-2005, 09:59 AM | #3 |
Join Date: Dec 2004
Location: New Zealand
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Updated :>
Um, I haven't played Run before so I don't know what type of map it is :< I just put it under Other! Hope thats right? :D |
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03-27-2005, 05:54 PM | #4 |
Join Date: Feb 2005
Location: lost please find me
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In the past 3 days ive been trying to make different types of maps. I tried making a fun style map like "smallfort" but that didnt go so well. I then tried making a "badlands" style map that would be called "Intervene" but I couldnt quite get the brushwork just right so i gave up on that. I then tried making a 2fort style map like that "fortresseurope" map but changed it around and i think i will be making a map like that from now on. It will be a ctf style map. I think i will use the name "Intervine". Koochy if you can place this in the community based maps that would be really nice. I think im sticking to simple maps as of now.
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03-28-2005, 10:49 PM | #5 |
Join Date: Feb 2005
Location: lost please find me
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Koochy i have two pics for you from my new map Intervene. Its a ctf style map. I just have the basic stuff layed out. None of the cielings have been put on yet which is why the outdoor light gets in.
This is the platform that will bring you up to the sniping spot. http://img.photobucket.com/albums/v6...eplatform1.jpg This is the spawn room, there are two of these in each base. http://img.photobucket.com/albums/v6...spawnroom1.jpg |
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03-29-2005, 03:48 AM | #7 |
Join Date: Dec 2004
Location: Melbourne
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Some original projects im working on...
kamfort - www.clantnt.org/kam/ff/kamfort/ 85 screenies from every build so far i think, so the last dozen are the latest. Put it on hold to get more experience with displacements for the yard walls. schtop, sd2, opf influences. Might redo fr some time. airbase - www.clantnt.org/kam/ff/airbase/ Started making this recently. Might be name change at some stage. Tribesish, suspended platforms. Might have 4 teams and another separate platform/base for resup or sec etc. the cable enclosed in glass at the bottom will be detpackable to disable the the glass parts at the top (to be replaced with beams or something) for another entrance. Engy can repair it. Flag will be in the cage thing at the top with a bounce pad or something used to grab it. Influences from xpress3 and highflag. Both are pretty early in development cos I haven't settled on the layout yet. Using dev textures and lighting is just there so it isnt pitch black atm |
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03-29-2005, 04:08 AM | #8 |
Join Date: Mar 2005
Location: In your pants.
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Im lovin the first map so far!
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03-29-2005, 04:34 AM | #9 |
Join Date: Dec 2004
Location: New Zealand
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All done. Looking kick ass as always kam babe :>
Nomak, I don't mean to be rude, but note the other people who have submitted screenshots for their maps.. they have quite a lot of content in them. I see a few walls a nd a striped pattern on the ground in yours. Please make sure you add more content to your maps before submitting more work! I'll only update the links when I see a map that has had significant changes made to it! Ty! :> |
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03-29-2005, 06:29 AM | #10 |
Join Date: Jan 2005
Location: Australia
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bounce http://shatteredminds.net/bounce/
was in tfc as a default map, this is for hl2dm/black mesa:source but could easily be used in ff like it was in tfc |
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03-29-2005, 07:09 AM | #11 |
Join Date: Mar 2005
Location: LBKTX
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wasn't bounce an hldm map first?? Then someone made it so it could be used on tfc servers.
It was made for HL2DM, because it was an HLDM original. |
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03-29-2005, 07:12 AM | #12 |
Join Date: Jan 2005
Location: Australia
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na came with hl1 afaik
i know the first time i joined a server with it i didnt need to download it |
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03-29-2005, 11:59 AM | #13 |
Join Date: Jan 2005
Location: Belgium
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aye it was standard Half-Life 1 multiplayer map
it was just portable to tfc cause.. nothing needed to be changed i think.. not sure |
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03-29-2005, 12:13 PM | #14 |
Join Date: Feb 2005
Location: lost please find me
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im not gonna continue work on intverene because the geometry on it is too big. It looks like a giant "well" map from tfc. So ill just go back to a smalller map.
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03-29-2005, 04:39 PM | #15 |
Join Date: Feb 2005
Location: Ohio
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Bounce was originally a HLM map. Love that map.
Run looks sweet, that was always one of my favorite maps. I remember one time my n00b clan almost beat CSI on a round of it. Good times, good times. |
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03-29-2005, 06:07 PM | #16 |
Join Date: Feb 2005
Location: lost please find me
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I need some help with geometry and texture placements. My problem is that lets say you have a cube. And you want to apply one certain texture on one side but not all the other sides. How do i do this? is clipping the sides of the cube the only way? My other problem is that with every map attempy i make the porportions are always wrong. In my last incursion map attempt there were parts where the cieling was some 30 ft above the player and then when you entered the flag room the roof at one point was less than 1 foot above you and you couldnt even jump. In my "intervene" map i checked the player to brush porportions and at first they seemed fine but as i started finishing the first floor and tested the map it seemed as if everything took atleast 1 min to get to. It was like playing a GIANT well map from tfc. where everthing was twice as big. And it just ticks me off everytime because this happens to me everytime. Can any one give me tips on stuff like this for my future mapping? I have another map layout and i hope this one comes out almost correctly to porportion unlike my other prototype maps.
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03-29-2005, 08:06 PM | #17 | |
Join Date: Jan 2005
Location: Belgium
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Quote:
maybe you aught to check out some tutorials about texturing n stuff |
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03-29-2005, 08:11 PM | #18 |
Join Date: Feb 2005
Location: lost please find me
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Basics... as of basics i dont know what ur standards for basics are compared to mine. I can map pretty well but when it comes to porportions and textures i just get crazy. Ill make a map and when i test it the porportions willl make you feel as if ur a midget compared to the rest of the level. For textures help does anyone have any good sites?
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03-29-2005, 08:33 PM | #19 |
Join Date: Jan 2005
Location: Belgium
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as for size.. Just go from your player start model and make the things in comparisson with the model
for wall thickness.. go with 16, for really thick walls, go with 32 i think the maximum hightdifference a player can walk over is 16 or 18 (if your making a step or stair.. for texturing: find the texture application tool (its the cubic with the funny colours on, normaly midway on the righthand side of Valve hammer) now move around in the camera view and select the faces of the brush(es) that you wish to texture, they light up in red now select a texture you want to use by going over the textures in the dropdown menu, or using browse and then press apply now the brush will have that texture on the faces you selected Edit: check this video tutorial (you need quicktime to watch it) http://halflife2.filefront.com/file/...32907#Download |
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03-29-2005, 10:57 PM | #20 |
Join Date: Feb 2005
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Also, player height = 64.
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