Fixing its not only texture replacing and sound adding.
Its a very difficult thing which include at first:
The brush fixing.
For exaple.. check 2 screenshoots. (The View from TOP. )
The first is Valves, just opened vmf (not fixed)
Ugly brushes which make an obstacle for VIS and just looks not so impressive.
The second are Mine. Already fixed.
Compare them...
Yeah.. You have a lot of work with brushes...
Sure you want your map looks better...
So.. you have a work...
Maybe you already know it... But never done it... You are so lazy to remove a "bad" building and construct new ? This will reduce compiling time at first...
Did any one tryed to compile the airex maps just for checking (the vmf's from WC pack )?
So long compiling heh ?
Maybe one of you read it and think.. ahh.. my PC are so powerfull i have 8-core CPU...
"Flag in your hand and wind to back"
But many of mappers have a not so powerfull pc's which can compile map for 10 mins... or least.
Think about it...
Spend working time = + Map Quality - Compiling Time.
Good Quality brushes will make your players (testers or just your eyes) admire.
Good Quality brushes will make VIS compiler make his work faster.
Good Quality brushes will take off laggs from your map.
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PS.
Maybe you will miss understand any thing.. well.. im not the best english speaker ...
The vmf name which was used c17_01_13.
Will be included in Demo (Public alpha) release.
The media of that map will be added soon.
You can download a Hight Quality image of thouse map in download section.
...editing
lol this pic look cool
Sweet, can't wait to see it in the alpha release :D. Also nice of you telling how to fix hl2 leak maps
lol, it would be funny to be like this- HL2 beta mod beta version. it's like the beta version of the beta
Yeah...
But my mod have not "HL2 beta mod" name..
And its will be not beta. Its Demo.
So you're using version 13? Too bad, I thought that you used the revision 80 (if I'm not mistaken), the map with the child workers and the path to the 2002 terminal map. Oh well, good luck anyway, cant wait to play against the Cremator
It's almost the same thing, and it does contain the industrial and terminal section (which is a different version of the terminal) also, as he said, he can modify it and add better stuff for it... even the child workers (don't know if he will add them in the mod)
Yes I know that the map contains both the terminal and industrial zone, but they're much smaller and have different ways to start the rebellion. Anyway if he wants to recreate the 2001 version that's fine
What do you mean start the rebellion? That part is just to show the player the life of city 17 and also that's where he begins the route to Kleiner's lab, the idea of starting a rebellion is far away (in chapters I mean)
Well there are 2 env_globals with the rebellion state set to on or off if I'm not mistaken, so the rebellion should start somewhere.
Probably not at the very beginning of the game, but if you play the E3 2002 Terminal map you'll see 2 citizens that hide in a roof, then throw a molotov at a combine, then a combine guard starts chasing the player. I think this is the idea of the rebellion, maybe they made it in place of the roof chase in the retail version
about the env_globals, this could be just some mistakes in the maps, most of the vms's are screwed up so we can't be sure about those and for the citizens that start trowing in e3_terminal it was just eye candy for the e3 presentation, most of the scripts in that map aren't in other terminal version maps. Let's look at retail version, there's no sign of rebellion from the start of the game.