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alright, I have decided what i am going to do with the "desert" map and how to connect it to this one and how to make this one better per everyone feedback on the past few WR's.
I am going to change the desert map to either a marsh kind of map or an empty lake that will connect to this one via an empty aqueduct (this is because the combine used up the resources around NPZ and the resistance had blocked off the flow of water to the lake; if i go with the emtpy lake route).
and BM2OA will change probably a lot.
you will start out in a small combine outpost that the aqueduct feeds to. You will then have to make your way through this and then up into the mountains where BM2 is located. I will be lowering the displacements and making what is now the river into more of a stream (raising the bed displacement) then make you have to find a way up to the drawbridge via the previous route (that area will still be up high but with no places in the beginning of the ravine that will take you up there as that back will be at near ground level.) You will see some of what I am talking about in the next WR.
at the moment though I am studying some outside area maps from popular mods to get a feel for what they did right and how they did it.
This map is getting pretty close to 45% done now. most of the outer area is done, just a few things to add so that if you fall off one of the rope bridges or cliffs that you can get back up.
as well as a way to link the NPZ out doors map to this one effectively.
I will post up Week 2's report tomorrow. will be screens of the second area I mentioned here. Finally got around to compiling it xD.
no truer words said bout displacements lol. Was working with em today and i tell you, i have never had so many problems.
but got some arse kicking in and they started behaving.
I wont post up the new images but the map has changed a lot since yesterday. the middle island things have been removed and replaced and had displacement work done on them.
I fixed the water texture (idiotically I applied the $bottom texture to the brushes lol) and added some trees to the middle land spires. I also did some displacement work on the left upper and lower sections (lower right still to do) and readjusted some of the trees on top of the left upper side.
I may link some more screens in a comment later on this weekend.
1.9 mbps for me,i have no issues with FF ever, always really good speeds (0.8 to 1.5 mbps)
i think i know just the one to use then.
this room has already changed lol. the front wall at the top of the screen shot has been angled in-word and cut off at a point where it touches the forward prongs of the teleporter apparatus. and the other room over to the left has also been angled backwards into the left side wall.
wasnt much more I could do with it so there it is.
I was thinking the same thing earlier today. I am in the process of making a better one at the moment. Should be done with it by tomorrow.
I will be updating the screen shots over the weekend to show the fixed lighting.
yeah, lighting on this map in the upper levels has been a real issue for me. been grappling with it since Tuesday and it hasn't been very cooperative lol.
Going to gie it a rest and try again on Saturday or Sunday. Probably will re-release these images then.
Updates to the above ideas:
So I was thinking it over the other day and thought how unbalanced it might make the game.
So these parts will only be attainable from Special missions, and not from secondary.
There will be at max 2 special objectives in each chapter (most of them will only have one).
This means that there will only be at max 14 of these items to recover (assuming that all chapters have 2 spec missions and that we only have 7 chapters).
In reality though there is likely to be only 8 such missions (2 would be in the largest map we have planed a the moment, City 25).
I have not decided yet if I want to keep the +5 per part, or make some for of escalation on it where after three _+5's it takes 2 parts to add another +5 (this would be to health and power only).
have not decided the denominations for weaponry ups yet.
well I got our server back up faster then planned. so I guess I will start on floor 2 now.
or they just dont have any thing to show? they could be doing tons of entity/code work right now.
for those of you wondering wtf this room is. It is an acid chamber kind of idea I had. There will be more spouts in the mod version of the map. If you stand near them you will take damage.
As you can see that damned white line is still there xD.
On closer inspection it is actually a HOM (Hall of Mirrors) effect kinda thing. Dont understand why though, the floor there is flush with each other.
The textures on the top and bottom of those containment tubes used to be the same as the bases. I made this in XSI and exported it as a vmf file so I dont know if that is why hammer refuses to leave the textures alone or not.
Alright the images are getting up here in a few minutes. There are 17 for NPZ4 and 12 for NPZ3.
yeah xD i realized after I took the screens that I forgot to do anything to this area.
the back area is now curved (down by the teleporters) and will be making additional small changes to the rest of this area as part of the .3%.
I may consider re-releasing the screen shots of the final version of this map later on in the week with the updates for NPZ Floor 3.
yeah that will be part for the .3%. not saying every blocky area will get something but some areas like this one will get a little more work done.
the detail your looking for will be there in due time. any and all screens of maps posted right now are still very much works in progress.
BM2 screen shots are up now.
for a map i havent done any work on in the past 2 years? probably not lol.
updated on June 15 09
been creating some new background plot for CI. I am taking some liberties with the plot of HL2 as it was never fully established when the events of HL2 took place.
I have also added in some excerpts from a news reporter that has been going around and interviewing different members of the resistance on several different points. Once I get some more of it finished I will post it up either on the news or features section.
to show the people that come look at these screens the path that the map is taking development wise. I will be upgrading most of these shots with newer versions every few months, this way I can use the critique and suggestions for how it looks when planning how I build the map.
it may be a foreign concept to some mappers, but I like this approach, it will let me get a feel of what players are looking for in a good map besides the obvious.
the idea for this was to be some form of solar or fission generator for NPZ, the fins are a form of cooling mechanism.
still needs some work on it though.