PDA

View Full Version : Post pics of your WIP Maps!



Dr.SharK
2nd October 2006, 16:21
Basically the purpose of this thread is to post screenshots of any maps you migth be working on, commenting on others etc.

Please post THUMBNAILS only!
Please don't post pics of test maps
Please don't post useless comments
We don't care how your map looks like in hammer: Only ingame screens!


Alright, so let's begin :)

,-Dr.SharK

Isolation
2nd October 2006, 19:35
Alternate view of two new additions (more like fixes) to Mobscene SE:
http://img236.imageshack.us/img236/1515/bridgeviewcafe3yx1.th.jpg (http://img236.imageshack.us/my.php?image=bridgeviewcafe3yx1.jpg)

Daedalus
2nd October 2006, 20:19
Alternate view of two new additions (more like fixes) to Mobscene SE:
http://img236.imageshack.us/img236/1515/bridgeviewcafe3yx1.th.jpg (http://img236.imageshack.us/my.php?image=bridgeviewcafe3yx1.jpg)

Get back to work. NOW. :eek:

It's like highrise without the fall down and hurty part! And more buildings!

Demented
2nd October 2006, 20:39
fps:27

=P

Isolation
2nd October 2006, 20:57
It's from the un-optimized version with some... er... "stupidity" going on in the background (about 5 freaking out ragdolls, as well as open programs back at desktop). The average FPS for the un-optimized version is actually about 50 fps when played in a "normal" setting.

Isolation
2nd October 2006, 21:28
/me wonders what this'll look like with a nice HDR pass...

http://img102.imageshack.us/img102/3780/wholedamnmapzn5.th.jpg (http://img102.imageshack.us/my.php?image=wholedamnmapzn5.jpg)

Zabiela
2nd October 2006, 21:52
I know how to use hammer alright, but i've never made and finished a map, I always get halfway thru and abandon it. So before I set out to make a hidden map i wouldnt finish, I decided to make a scale map of my local highschool for DOD:s. It has interesting architechture for battles. I've just placed most of the buildings, now im hollowing out the ones i want enterable and im doing some slight propping/texturing just so i can get the feel of the place.


http://s50.photobucket.com/albums/f346/Walouf/th_overview.jpg (http://i50.photobucket.com/albums/f346/Walouf/overview.jpg)

http://s50.photobucket.com/albums/f346/Walouf/th_Untitled-3copy.jpg (http://i50.photobucket.com/albums/f346/Walouf/Untitled-3copy.jpg)

http://s50.photobucket.com/albums/f346/Walouf/th_Untitled-2copy.jpg (http://i50.photobucket.com/albums/f346/Walouf/Untitled-2copy.jpg)

http://s50.photobucket.com/albums/f346/Walouf/th_Untitled-1copy-1.jpg (http://i50.photobucket.com/albums/f346/Walouf/Untitled-1copy-1.jpg)

http://s50.photobucket.com/albums/f346/Walouf/th_Untitled-4copy.jpg (http://i50.photobucket.com/albums/f346/Walouf/Untitled-4copy.jpg)

Isolation
2nd October 2006, 21:55
I like it. Conversion to HS would probably be pretty painless. Mostly just swapping some entities and textures.

Demented
2nd October 2006, 21:55
/me wonders what this'll look like with a nice HDR pass...
That's what Lost Coast is f... oh wait, you don't -need- that. Chum. =P

Zabiela
2nd October 2006, 21:57
I like it. Conversion to HS would probably be pretty painless. Mostly just swapping some entities and textures.

Yeah ill see how it works when its done. I might alter the architechture a lil to balance it between hidden and iris, but I could port it. Its a little large for a hidden map though.

Isolation
2nd October 2006, 22:00
Not if it was HEX'd up... although, setting a hex map in a school might be a tad awkward. Not that it'd matter if it's fun.

Zabiela
2nd October 2006, 22:01
Hex?

Isolation
2nd October 2006, 22:03
Hidden EXtraction, otherwise known as "the new gameplay mode that will be in B5" and under a different name "Extraction Point". It's an objective based mode where IRIS/Hidden have to complete set objectives to win a map.

Zabiela
2nd October 2006, 22:10
Is uh... mobscene gonna be hex?

Isolation
2nd October 2006, 22:33
Yes. It's the sole reason it's yet to be released. For some time now Mobscene has been primarily a hex_ map, and will merely be ported to standard hdn_.

Paegus
2nd October 2006, 22:49
of the two maps i'm messing with, 426 (yes, as in LV426) is nowhere near screenshot worthy and lockdown is just a re-port that's getting lightly tenderized...

the main door into the facility... can you say carvetastic...
http://img433.imageshack.us/img433/2769/hdnlockdownb20000gy1.th.jpg (http://img433.imageshack.us/my.php?image=hdnlockdownb20000gy1.jpg)
well to be fair i carved it first then rebuilt it with the vertex editor using the carved brushes as a model

the doors... they have sensors...
http://img220.imageshack.us/img220/889/hdnlockdownb20003nq1.th.jpg (http://img220.imageshack.us/my.php?image=hdnlockdownb20003nq1.jpg)
...that don't like you invisible types...

Kliner... same as he was last time...
http://img433.imageshack.us/img433/9178/hdnlockdownb20004fm7.th.jpg (http://img433.imageshack.us/my.php?image=hdnlockdownb20004fm7.jpg)
...reclining... har

The gog... err lights... they do nothing!
http://img220.imageshack.us/img220/1251/hdnlockdownb20005ux5.th.jpg (http://img220.imageshack.us/my.php?image=hdnlockdownb20005ux5.jpg)
damn dirty prop_statics...

Overwatch... because letting the smart types see you with the gun is always a good idea...
http://img437.imageshack.us/img437/8773/hdnlockdownb20006zi2.th.jpg (http://img437.imageshack.us/my.php?image=hdnlockdownb20006zi2.jpg)
...and everyone loves breakable glass

You recall those sensors? well now you're stuck...
http://img433.imageshack.us/img433/7223/hdnlockdownb20007bz7.th.jpg (http://img433.imageshack.us/my.php?image=hdnlockdownb20007bz7.jpg)
...silly rabbit, doors are for marines...

Fortunately the textures such so he didn't notice me...
http://img170.imageshack.us/img170/8219/hdnlockdownb20008vq5.th.jpg (http://img170.imageshack.us/my.php?image=hdnlockdownb20008vq5.jpg)
...that and he's a bot and getting him there with bot_mimic was annoyingly time consuming. good thing i can't figure out how to get the vis leafing to work so i could see him clear across the map and guide him back to unlock the door for me.

Zabiela
3rd October 2006, 00:11
Im so eagerly awaiting that map paeg. How long till release?

Demented
3rd October 2006, 00:25
Isn't that, like, Hdn_Lockdown_Revamp?

Paegus
3rd October 2006, 09:18
pretty much. originally i had a quick look but didn't find anything about the previous port. turns out it was a simple 'replace hl2mp ents with ths ones'. this will be more hidden themed keeping the shape of the prison...

due date? i'm having way to much fun with the team-specific triggers... and i tend to lose interest from time to time. "when it's done"

dunno what to call the final though since hdn_lockdown is technically taken... could just be cheesy and call it hdn_lockup...

Korittke
3rd October 2006, 09:45
Lockup looks cool :) But I have stupid questions. What team specific triggers? In the sticky I only see those two button types. And is there any info on the Extraction mode for mappers other than the vague entity descriptions in the Sticky? Maybe my map could also be 'hex', I'm not sure, but I guess since my map will take some more time it could be released after B5 as well and nobody will be playing hdn then I guess :D

Paegus
3rd October 2006, 14:59
make a filter_activator_team (http://developer.valvesoftware.com/wiki/Special:Search?search=team+filter&fulltext=Search)

it's not in hl2's fgd so you need to add the hl2mp.fgd to get the filter. iris is combine and hidden is rebel.

now when you make a trigger that you only want this or that team to trigger just fill the Filter Name box appropriately. and of course 1 filter will supply any number of requesters.



i'm using them mainly for door sensors and for periodic area scans to detect 'unregistered' organics in key areas... which in retrospect is silly because the hidden should bloody well be registered... but that's just a change in the wave.

if/when hex is released i think the map will convert nicely. currently if the hidden retrieves jimmy from his hiding place and brings him to a certain console the lockdown is canceled and he can run around with impunity. but then the iris may well have access to a certain ammo crate as well... or the iris could do it instead if they think having extra ammo is worth opening the whole place up to their invisible friend... probably need figure a way to install limited uses on the crate but it has precious little in the way of parameters :P

Ging
3rd October 2006, 16:32
There is no way of setting limited uses on the crate directly - as it's intended for OVR and not HDN... Nor will we be encouragin it's use by altering it's current functionality - though it's possible I'll modify it to act in a similar fashion to the support class (ie, it'll only give you ammo once) if it does appear in a standard map.

Paegus
3rd October 2006, 16:43
well for now i'm using a map embeded custom texture to make the crate invisible and and moving a brush in the way when something has been triggered 6 times. but it doesn't work because dispensing isn't automatic for the trigger brush or the button brush steals the +use.

as for any theoretical mods to the crate itself, uselimit #: # times per player, 0: no limit, -#: # of times in total would be super...

Korittke
3rd October 2006, 17:27
Here's some updates on the map. It's only a cordon compile (so it misses the 3d skybox which is also done though).

http://people.freenet.de/hvoll23/hdn_graveyard0011.jpg
http://people.freenet.de/hvoll23/hdn_graveyard0013.jpg
http://people.freenet.de/hvoll23/hdn_graveyard0015.jpg
http://people.freenet.de/hvoll23/hdn_graveyard0017.jpg
(rain splashing on the ground will probably not be included due to performance)

The underground area is ready, (world geometry done and textured, partly lit and propped) I added a rather complex vent system and a new control tower + storage. Most of that is only waiting to be propped up and lit, shining with some details and entities, then it'll be ready for a beta test drive.
I also added a lot to the map sound and effect wise.

http://people.freenet.de/hvoll23/hdn_graveyard0018.jpg
:D

Dr.SharK
3rd October 2006, 17:50
Brush table = I'm gonna kill myself

Rest of map = Fucking sexy

Keep in mind though, the hidden will stand out like a sore thumb in the rain. You might want to find another way to do it.

butterқnife
3rd October 2006, 22:56
Looking great Korittke! Finally a good flashlight map. Do let us/me know when you want to test that map. I'm on board.

Isolation
3rd October 2006, 23:05
There's been a few "flashlight maps", actually. My own hdn_midwich being one. The more the better.

Paegus
3rd October 2006, 23:10
yeah coming along great. how's the rain going as far as the hidden is concerned?

the0rthopaedicsurgeon
4th October 2006, 00:00
i started working on hdn_mall again earlier today. it should've been finished months ago but i've had other stuff to do. all i need to do now is add 1 more route on either side, add some detail to the subway and do some retexturing.

http://img145.imageshack.us/img145/6107/lift1pd7.th.jpg (http://img145.imageshack.us/my.php?image=lift1pd7.jpg)http://img175.imageshack.us/img175/9741/hdnmall20012hq2.th.jpg (http://img175.imageshack.us/my.php?image=hdnmall20012hq2.jpg)
http://img175.imageshack.us/img175/1330/hdnmall20016gk9.th.jpg (http://img175.imageshack.us/my.php?image=hdnmall20016gk9.jpg)http://img111.imageshack.us/img111/9162/hdnmall20019uw5.th.jpg (http://img111.imageshack.us/my.php?image=hdnmall20019uw5.jpg)
http://img399.imageshack.us/img399/7180/hdnmall20024sk5.th.jpg (http://img399.imageshack.us/my.php?image=hdnmall20024sk5.jpg)

Night Raider
4th October 2006, 00:06
Oh man, I just love how that map is looking 'till now. Keep it up!

Dr.SharK
4th October 2006, 17:18
That looks decent :) Can't wait to get some more detail in there

Sithun
18th October 2006, 23:28
Map: hdn_rats (the name is not final)
Mapping: 90%. Ventilation remains and some minor debugging.
Props: 15%.
Lighting: 75%. Needs to be toned down.
Enviroment: 98%. Minor changes needed.

Screenies!
294
Iris spawn.

295
Alley.

296
Crates! I hate crates! :p

297
Office/Administration.

298
Cellar level.

Tell me what you mappers/players out there think!

Zabiela
19th October 2006, 00:09
Tell me what you mappers/players out there think!

Looks fun to play! Eager to see it in the servers.

Some new pics of some interiors i've layed out for my map (the ceilings are hidden)

The library, and to the left the store:
http://s50.photobucket.com/albums/f346/Walouf/th_sphs3.jpg (http://i50.photobucket.com/albums/f346/Walouf/sphs3.jpg)

The office:
http://s50.photobucket.com/albums/f346/Walouf/th_sphs2.jpg (http://i50.photobucket.com/albums/f346/Walouf/sphs2.jpg)

2 classrooms, 1 connected to the bathroom via vent:
http://s50.photobucket.com/albums/f346/Walouf/th_sphs1.jpg (http://i50.photobucket.com/albums/f346/Walouf/sphs1.jpg)

Hammer pics, sorry :[ I dont have time to compile right now.

Sithun
19th October 2006, 11:43
So, where do i uppload my map when its done? Do i just make a server with it and hope that others will use it too? :)

Gusdor
19th October 2006, 12:18
1. host it on some webspace - filefront will do.

2. Email the link to Ging / Boxy (and me to a lesser extent). If its good enough he might want to put it on the homepage and maybe in future releases

scratch
26th October 2006, 09:46
http://img329.imageshack.us/img329/4229/hdnhighwaterspm0000zw0.th.jpg (http://img329.imageshack.us/my.php?image=hdnhighwaterspm0000zw0.jpg)

Coming soon.

Sithun
26th October 2006, 11:33
Very cool! How soon? More pics!

Dr.SharK
26th October 2006, 11:51
Yes please!

PS: Thanks whoever stickied this :cool:

UPRC
26th October 2006, 14:27
http://img329.imageshack.us/img329/4229/hdnhighwaterspm0000zw0.th.jpg (http://img329.imageshack.us/my.php?image=hdnhighwaterspm0000zw0.jpg)

Coming soon.

Ah, I like!! Any more pics? Inside the mill maybe?

I am dying to see more. :D

whoppa
26th October 2006, 14:48
looks very tasty. Mooorrrrrreeeeeee. :eek:

Felf
26th October 2006, 15:59
:) all looking very nice indeed. Hope to see them on servers soon (make sure you put "custom maps" in the name or something ;) ). I think there's a dedicated hidden-maps-upload site somewhere, can't think where tho.

Isolation
26th October 2006, 20:28
Hey... Scratch is finally getting close to finishing his mapping contest map? Cool... and only over a month late!

I kid.

Can't wait to play it.

scratch
26th October 2006, 23:43
Sorry boys, you have to wait until i start the WIP thread for this map. It's almost done, but there are still some things i need to take care of, especially the performance issues.

But, just so you see how much work i put into this thing, here is an older shot of the same location:

http://img223.imageshack.us/img223/3466/hdnhighwaterspm0000xk6.th.jpg (http://img223.imageshack.us/my.php?image=hdnhighwaterspm0000xk6.jpg)

And here an old shot of one of the machines:

http://img171.imageshack.us/img171/7766/hdnfactest0000yq8.th.jpg (http://img171.imageshack.us/my.php?image=hdnfactest0000yq8.jpg)

Oh, and Iso: Did you get this skybox water problem fixed? I'm having an issue with water in the skybox, too: As soon as i build the cubemaps it turns dark (do cubemaps work in the 3D skybox anyway?) and therefore looks ugly.

tidjey
28th October 2006, 06:57
My new first map in this mod. hdn_home, a map like manor.

http://pix.nofrag.com/48/32/00e8c041d50ae033566870760f40t.jpg (http://pix.nofrag.com/48/32/00e8c041d50ae033566870760f40.html)http://pix.nofrag.com/36/b4/23b3dc866cf062c53cddaee45311t.jpg (http://pix.nofrag.com/36/b4/23b3dc866cf062c53cddaee45311.html)http://pix.nofrag.com/85/eb/d12d571dfb6577738fc20ce60193t.jpg (http://pix.nofrag.com/85/eb/d12d571dfb6577738fc20ce60193.html)
http://pix.nofrag.com/fb/80/fdc73b466983727054a79327e25et.jpg (http://pix.nofrag.com/fb/80/fdc73b466983727054a79327e25e.html)http://pix.nofrag.com/53/ed/2a831f701a781570d02e74aa64f1t.jpg (http://pix.nofrag.com/53/ed/2a831f701a781570d02e74aa64f1.html)http://pix.nofrag.com/59/07/1a183e76a6668573a1f5a509b11ct.jpg (http://pix.nofrag.com/59/07/1a183e76a6668573a1f5a509b11c.html)
The map is finish, but i can't pack the soundscapes in the bsp, so i'm waiting for the b5.

Dr.SharK
28th October 2006, 07:11
My new first map in this mod. hdn_home, a map like manor.

http://pix.nofrag.com/48/32/00e8c041d50ae033566870760f40t.jpg (http://pix.nofrag.com/48/32/00e8c041d50ae033566870760f40.html)http://pix.nofrag.com/36/b4/23b3dc866cf062c53cddaee45311t.jpg (http://pix.nofrag.com/36/b4/23b3dc866cf062c53cddaee45311.html)http://pix.nofrag.com/85/eb/d12d571dfb6577738fc20ce60193t.jpg (http://pix.nofrag.com/85/eb/d12d571dfb6577738fc20ce60193.html)
http://pix.nofrag.com/fb/80/fdc73b466983727054a79327e25et.jpg (http://pix.nofrag.com/fb/80/fdc73b466983727054a79327e25e.html)http://pix.nofrag.com/53/ed/2a831f701a781570d02e74aa64f1t.jpg (http://pix.nofrag.com/53/ed/2a831f701a781570d02e74aa64f1.html)http://pix.nofrag.com/59/07/1a183e76a6668573a1f5a509b11ct.jpg (http://pix.nofrag.com/59/07/1a183e76a6668573a1f5a509b11c.html)
The map is finish, but i can't pack the soundscapes in the bsp, so i'm waiting for the b5.

Judging from the screens: That looks quite nice.

About your soundscape problem, it'd be easier for you to use ambient_generics and logic_timers to trigger sounds instead, and you won't have to pack anything.

tidjey
28th October 2006, 15:35
yes, but too much complicated and too much work, and the quality isn't in the rendez-vous. Soundscapes are very great for the ambience of the map (especially for the music). Ambient_generic are only for small located stereo noise.

Dr.SharK
28th October 2006, 18:12
yes, but too much complicated and too much work, and the quality isn't in the rendez-vous. Soundscapes are very great for the ambience of the map (especially for the music). Ambient_generic are only for small located stereo noise.

Ambient_generic -> Flags -> Play everywhere: CHECK; Is NOT looped;Unchecked . Done

Korittke
28th October 2006, 18:25
Ambient_generic -> Flags -> Play everywhere: CHECK; Is NOT looped;Unchecked . Done
Emulating soundscapes with ambient_generic is a waste of time. The functionality is greatly reduced, it's 20 times more work, it has a big impact on performance because it's entity/logic based. Reusability is not given. Since the player 'collision' with ambient_generic is sphere-based, any detailed or cornered map needs several ambient_generics for the same sound, to make it play consistently within the same area. Soundscapes, however, stay active until changed.

Sithun
8th November 2006, 21:24
Hdn_Rats (STILL not the final name...)
Layout: 95%
Playtesting/Optimizing: 5%
Texturing: 95%
Props: 65%
Lighting: 95%

Overall: 71% done.

Anyone want some screenies?? :D

Isolation
8th November 2006, 21:27
Nah. We're all psychic and can use remote vision to see you, in front of your PC, building the map. Put pants on.

/kidding

Screenz plz.

Sithun
8th November 2006, 23:40
'Aight, ill give yall something...

310
311
312

Unfortunately, when playing it i found that ive digged myself into a hole :p. I just hate to find out that something i thought would be a great in the map ended up as pure crap, and now i have to fix it (at least 1 hours work).

Anyway, atm it looks like i wont be completely satisfied with the map in at least a month, but who knows? I might get a mapping-rush.

Night Raider
9th November 2006, 00:48
Please... no more warehouses and crates.... it's been overdone in custom H-S maps.

Sithun
9th November 2006, 01:08
I was thinking of making it with just shelves, but there aint no good shelves-prop that would fit a good warehouse. Tell me if you find any and i might change it.

Zabiela
9th November 2006, 01:31
Please... no more warehouses and crates.... it's been overdone in custom H-S maps.

QfuckingT

Dr.SharK
9th November 2006, 11:44
I was thinking of making it with just shelves, but there aint no good shelves-prop that would fit a good warehouse. Tell me if you find any and i might change it.

*cough* cs_Compound *cough*

Gusdor
9th November 2006, 12:17
Please... no more warehouses and crates.... it's been overdone in custom H-S maps.
But its awesome!!!!one

You can make pretty imaginative yet believable layouts with little effort

Cheesey
9th November 2006, 12:49
What about a hdn_hospital? As 617 I'd try to treat my wounds...
or a hdn_farm? hdn_airport? hdn_prison?

hdn_blackmesa :D ;) ? hdn_freakylab? ;) :D

Just some ideas, I'd like to do such maps, but I didn't used the hammer yet and I don't have that much time to LEARN proper mapping and to do so!

Maybe I'll manage it to get my visions come true... :rolleyes:

Sithun
9th November 2006, 15:48
*cough* cs_Compound *cough*

Ok. Unfortunately, i dont have CS:S. Any suggestions? Cant you guys email the prop-file to me? Or show me some pics?

Dr.SharK
9th November 2006, 16:03
hdn_prison?


Me has a prison. hdn_Nova

Zabiela
9th November 2006, 16:26
Me has a prison. hdn_Nova

did you release it? I mean, is the beta testing done. I hope u got rid of the hidden being able to fall out of the map in that one vent...

Dr.SharK
9th November 2006, 19:10
did you release it? I mean, is the beta testing done. I hope u got rid of the hidden being able to fall out of the map in that one vent...

I released it 3 months ago. It's done, pretty much.

http://forum.hidden-source.com/showthread.php?t=6078

Cheesey
10th November 2006, 00:48
Me has a prison. hdn_Nova

Yeeees, sorry, I forgot. I downloaded it! It's nice! But there is no server with this map to play it :( But I like it to play on LANs!

Worst map of those is hdn_jungle... don't like it, it's just bad done....

And hdn_4seasons is quite nice, but the teleporters are crap. no balanced game at all....

blackhawk
2nd December 2006, 06:18
all maps for hidden source are made with source sdk right??

Zabiela
2nd December 2006, 07:22
God... so many good maps holding off untill B5.


B5!!!! COME ALREADY PLEASE!!!! I BOW DOWN TO THE DEVS!!!!

Paegus
2nd December 2006, 09:16
my rebuild of lockdown is being delayed more because i'm lazy, get distracted and can't decide on replacement geometry... it keeps turning into an origin/delta labs clone so i keep restarting from the SDK version and ending up right where i left off on the previous iteration.

the port for cs_spetznas keeps running into what i can only assume are decompile related problems (the original author lost the .vmf) so i think it's a lost cause.

B5 is the least of my worries.

brechtos
2nd December 2006, 17:16
hdn_deltalab_b2

http://www.youtube.com/watch?v=YE4ojQyhBok&mode=related&search=
http://img399.imageshack.us/img399/7764/hdndeltalabb20008qn2.th.jpg (http://img399.imageshack.us/my.php?image=hdndeltalabb20008qn2.jpg)http://img285.imageshack.us/img285/2039/hdndeltalabb20004jg8.th.jpg (http://img285.imageshack.us/my.php?image=hdndeltalabb20004jg8.jpg)http://img285.imageshack.us/img285/5577/hdndeltalabb20005ea8.th.jpg (http://img285.imageshack.us/my.php?image=hdndeltalabb20005ea8.jpg)http://img116.imageshack.us/img116/6292/hdndeltalabb20009qy8.th.jpg (http://img116.imageshack.us/my.php?image=hdndeltalabb20009qy8.jpg)http://img223.imageshack.us/img223/8503/hdnundergroundb100008wh.th.jpg (http://img223.imageshack.us/my.php?image=hdnundergroundb100008wh.jpg)
I now its not a WIP but the map never got a good test and I wanted to share the screenies:rolleyes: .
Anyways here is the original topic with the download:
http://www.forum.hidden-source.com/showthread.php?t=5719

Those screens of all the new maps in here look nice.
Also its nice to c that hdn _mall isn't dead:D

Cheesey
2nd December 2006, 22:48
Hmmm, couldn't see any differences to the current deltalab....:confused:

tidjey
3rd December 2006, 08:58
this map is very well designed, you really made a good job, but this map is a little too big for a 1vs2.
and take screehshot with iris view too

Paegus
3rd December 2006, 11:58
it isn't that hard to close of bits of the map if there's not enough players. say less than 4 IRIS and it shuts off one or the other main routes at random like cs_havana.

http://smg.photobucket.com/albums/v215/paegus/screenshots/th_deltalabs.jpg (http://img.photobucket.com/albums/v215/paegus/screenshots/deltalabs.jpg)

and since imageshack seems to hate me, i got to use my old photobucket account and found cs hostage-fu 1 (http://img.photobucket.com/albums/v215/paegus/screenshots/cs_italy0010.jpg), 2 (http://img.photobucket.com/albums/v215/paegus/screenshots/cs_havana0016.jpg) and 3 (http://img.photobucket.com/albums/v215/paegus/screenshots/cs_havana0009.jpg) from back when cs:s was refreshing and cool.

Cheesey
3rd December 2006, 13:04
Yeah.... also know de_thematrix where the ways are randomly closed/opened! (Nice map BTW!)

But isn't it the same deltalab that's played on the servers?:confused:

tidjey
3rd December 2006, 14:37
it isn't that hard to close of bits of the map if there's not enough players. say less than 4 IRIS and it shuts off one or the other main routes at random like cs_havana.

tell me how:confused:

brechtos
3rd December 2006, 18:47
yes it's the same version.
That image of the random shuttoff is interesting but any ideas on how to do it .
With a script or something?
I'm not shure if there is such a command to put into a logic entity "if number of players is below"
:confused:

Paegus
3rd December 2006, 20:22
a trigger_multiple encompasses the entire map.
each OnStartTouch hits a math_counter with Add 1.
when the math_counter reaches a maximum legal value it fires its OnHitMax which can toggle any number of func_brushes or lock/unlock some func_doors.


if you're uncomfortable with having a trigger brush that covers the entire map (i'm not sure of the implications, though i haven't noticed any in testing, you can have it just cover a good section of the marine spawn and have it disabled after however long the time-to-spawn is... which i'm fairly certain is just about 0 seconds after the round has started so have a logic_auto fire an OnMapSpawn and disable the trigger_multiple after a second or a half... though if you're gonna do it that way you'll want to move that stray spawn that's on the opposite side of those shipping crates from the truck back over to where the rest of them are.


you could probably do it 'nicely' and have a bent door or 2 like in the hidden spawn with fire sprites behind it be enabled whenever the map resets then get killed when the counter meets its requirement. just remember that there's 1 extra guy in the hidden, unless you use a filter to check for team. but you don't really need to for this since 5 players implies 4 iris.

Cheesey
4th December 2006, 06:29
http://img285.imageshack.us/img285/5577/hdndeltalabb20005ea8.th.jpg (http://img285.imageshack.us/my.php?image=hdndeltalabb20005ea8.jpg)


Everytime I play this map, the game begins to stutter in this area. I don't know why, maybe it's the server, but maybe it's the map, so it would be nice to fix it somehow. It pretty annoying when you just pass by, then it stutters and get killed.... :(

brechtos
4th December 2006, 16:32
@Paegus
thx for the intel.
I'm not shure if iI will fix it, maybe when i find some time.

@Cheesey
Yes I know, the framedrop over there has been massivly reduced since b1 but i Know that it still remains quite annoying.
I have tried a whole bunch of fixes but non of them sem to work very well.
The framdrop is caused by the spots who are based near the water.
But to be honnest I thought it was fixed but I could be mistaken:rolleyes:

Fluffy
10th December 2006, 00:31
http://img177.imageshack.us/img177/1998/minesectionscreen2qf8.th.jpg (http://img177.imageshack.us/my.php?image=minesectionscreen2qf8.jpg)http://img295.imageshack.us/img295/2788/thinkyougotskillsboxyie0.th.jpg (http://img295.imageshack.us/my.php?image=thinkyougotskillsboxyie0.jpg)

Well I'm finally getting more mapping in. here's an overhead of a new section that I'm adding to my map. This is the "mine" part of my Red Faction map. Should work well with hex_ once I finish editing the displacements. (this whole thing is going to be a displacement so it looks blocky right now but that's just because i havent taken the time to smooth it out entirely yet, just showing the overall shape of it :)

Got a few good objectives that i may put in here too ;)

Cheesey
11th December 2006, 10:48
@Paegus
thx for the intel.
I'm not shure if iI will fix it, maybe when i find some time.

@Cheesey
Yes I know, the framedrop over there has been massivly reduced since b1 but i Know that it still remains quite annoying.
I have tried a whole bunch of fixes but non of them sem to work very well.
The framdrop is caused by the spots who are based near the water.
But to be honnest I thought it was fixed but I could be mistaken:rolleyes:

Last time I played on it it lagged only in this area! Maybe they had an old version, so if it's fixed, could you mirror the fixed version?! Plz?

brechtos
13th February 2007, 18:59
hmmm
http://img126.imageshack.us/img126/7071/egypttest20001hy5.th.jpg (http://img126.imageshack.us/my.php?image=egypttest20001hy5.jpg)

Dr.SharK
3rd March 2007, 08:40
I'm currently working on an updated version of Nova. Completely redone.
Expect some screens in the near future.

,-Dr.SharK

Matto
3rd March 2007, 11:09
I am currently working on a map too. Don't expect screens for a while because I feel that fullbright screens are ugly.

Cheesey
15th March 2007, 11:21
I'm currently working on an updated version of Nova. Completely redone.
Expect some screens in the near future.

,-Dr.SharK


Sounds good! I haven't played Nova quite often, it's a bit strange to play, but I'm curious what you'll do with the map... :)

Zabiela
15th March 2007, 19:56
Im working on a new idea for a map. Im gonna try to do a residential block of condos and appartments. Only a select few will be accessible, and the fighting will mostly take place in appartment courtyards, alleys, and driveways.

Cheesey
16th March 2007, 10:28
Doesn't sound bad, reminds me a bit on hdn_mobscene... be careful the map's not going to be too huge, that would create a big hide & seek but hardly find game ;)

Keep us updating, if I may, I also wanna be a hiddenite to test it ;)

Daedalus
16th March 2007, 13:32
I also wanna be a hiddenite to test it ;)

I tried asking to become one, but I don't see me playing on supersecret hiddenite servers punting marines in the future...

Cheesey
16th March 2007, 15:24
I tried asking to become one, but I don't see me playing on supersecret hiddenite servers punting marines in the future...

Sorry, you misunderstood me! I didn't ask for THE hiddeninte status the B5-Tester have (it would be really nice, but I know that I would't have a chance yet.. ;) ).

I wanna be one of the tester of this map, like i was on the new version of - and not done yet - abandoned (I'm sure I've written it wrong...). To preview it befor ppl can download to play it ;) (If you do that.... if you don't do that it doesn't matter ;) )

tHe_HiDdEn_FaCe
12th August 2007, 17:38
http://img410.imageshack.us/img410/8674/fnacross0000nr9.th.jpg (http://img410.imageshack.us/my.php?image=fnacross0000nr9.jpg) http://img126.imageshack.us/img126/4677/fnacross0001kx7.th.jpg (http://img126.imageshack.us/my.php?image=fnacross0001kx7.jpg) http://img408.imageshack.us/img408/7696/fnacross0002jw8.th.jpg (http://img408.imageshack.us/my.php?image=fnacross0002jw8.jpg) http://img126.imageshack.us/img126/8338/fnacross0003dr2.th.jpg (http://img126.imageshack.us/my.php?image=fnacross0003dr2.jpg) http://img126.imageshack.us/img126/6259/fnacross0004gc1.th.jpg (http://img126.imageshack.us/my.php?image=fnacross0004gc1.jpg)

My map so far - its meant to be "fun" and "quick" - I think it might be a little bit too bright. Would be nice to test run it with someone (the bots suck).

Zabiela
12th August 2007, 19:15
With such a small map, you can add as much detail as you want... so detail detail detail!!! Dont forget to func_detail things as well. And add cubemaps those props sting the eyes.

wallworm
13th August 2007, 01:42
I am still new to these forums and trying to figure out where to get feedback. I have a WIP called hdn_sacrelige. http://www.shawnolson.net/media/art_1_1374_2_hdn_sacrelige_beta3.jpg (http://www.shawnolson.net/a/1374/hdn_sacrelige.html) It's far from finished but being tested on our server... seems to be getting good reviews in-game.

Cheesey
18th August 2007, 02:33
phew, it really looks quite small, a hard place for 617. Make sure you have enough props to throw there and as less campingspots as possible...

Dr.SharK
17th October 2007, 20:51
OMG A CSS Dev texture map! (http://www.fpsbanana.com/maps/36235)

That's intentional though, I wanted to see what all the fuss was about :) It's real easy to make abstract geometry that looks pretty because you don't have to worry about the textures that much :)

Gameplay on the map is really interresting, I suggest you try to find a server that'll let you play it for a round or two :)

EDIT: Chris, someone, any chance the title could be renamed? It's been a sticky for ages now XD I've tried updating it myself, but I can't.

,-Dr.SharK

Paegus
17th October 2007, 22:22
changed...

Ging
17th October 2007, 22:38
EDIT: Chris, someone, any chance the title could be renamed? It's been a sticky for ages now XD I've tried updating it myself, but I can't.

Glad that someone caught it - I'd been meaning to do it for a while but it completely slipped my mind.

Sithun
30th January 2008, 13:28
I seem to be having some problems with the size of the maps i make. I always make them to big. Close to unplayable-big. Now im stuck trying to make my next map a bit smaller, since it almost became bigger than veikko. :P

Any tips on what i can do to reduce size?
(hmm.. i might be able to remake the map in a smaller scale, but keeping the general design of the map...)

Cheesey
30th January 2008, 13:59
No, dont. If you do we wont be able to use the vents and crouching-places :D!

Make 2 Maps! Cut it in the middle, and do a hdn_mapname and hdn_othermapname instead of 1 huge map! ;)

Sithun
31st January 2008, 20:34
Not really a pic, but it is a "work in progress". :)

http://files.filefront.com/hdn+falkenhagenexe/;9548161;/fileinfo.html

Its a flash-exe-file that shows the basic layout ive thought up for hdn_falkenhagen. Point at the purple spots to see special info.

This map will be around 2/3 the size of hdn_veikko, and much more compact.
I will also try to incorporate the scary, abandoned bunker -feeling as seen in these (http://www.pbase.com/jakobe/falkenhagen&page=all) pictures (minus the exteriors).

Fabricate
4th February 2008, 23:16
Finished the basic geometry but there have been some complaints that it doesn't provide much hiding for the hidden. I kind of agree so I think I may scrap this and go to my next project.

what do you all think
http://img165.imageshack.us/img165/1671/hdnoffice0000yv4.th.jpg (http://img165.imageshack.us/my.php?image=hdnoffice0000yv4.jpg)
http://img156.imageshack.us/img156/289/hdnoffice0001fj2.th.jpg (http://img156.imageshack.us/my.php?image=hdnoffice0001fj2.jpg)
http://img46.imageshack.us/img46/180/hdnoffice0002dz0.th.jpg (http://img46.imageshack.us/my.php?image=hdnoffice0002dz0.jpg)
http://img201.imageshack.us/img201/1264/hdnoffice0003ej0.th.jpg (http://img201.imageshack.us/my.php?image=hdnoffice0003ej0.jpg)
http://img117.imageshack.us/img117/5292/hdnoffice0004hy2.th.jpg (http://img117.imageshack.us/my.php?image=hdnoffice0004hy2.jpg)
http://img156.imageshack.us/img156/3876/hdnoffice0005jv3.th.jpg (http://img156.imageshack.us/my.php?image=hdnoffice0005jv3.jpg)


there are 2 small rooms, an outdoor bit, and then another small lobby

VonSmiley
4th March 2008, 15:33
My Hidden map , hope u like it. Im very proud of it but its still in work abit.
http://ftc-gaming.co.uk/forums/gallery/69_04_03_08_4_29_03.jpg
http://ftc-gaming.co.uk/forums/gallery/69_04_03_08_4_30_01.jpg

Tell me what ya think :)

U will see this map quite often cus i mostly play it on a dedicated server with some mates :)

Cheesey
4th March 2008, 17:23
@Fabricate
I think it's a bit too open and huge. I dont know what it will look like with lights and stuff and textures, but it seems to be rather bright, so it might be really hard for 617 to attack IRIS if they are camping in the huge room. Try to split it a bit more...

@VonSmiley
Erm, do these pics show us the whole map? Would be rather small then ;) Give me the link to download it, then I'll add it to my mappack ;)

VonSmiley
5th March 2008, 17:42
Yeah thx for the tips.
And no this is isint the only part of the map , here is some more --->

http://ftc-gaming.co.uk/forums/gallery/69_05_03_08_6_37_58.jpg
http://ftc-gaming.co.uk/forums/gallery/69_05_03_08_6_40_02.jpg
http://ftc-gaming.co.uk/forums/gallery/69_05_03_08_6_41_37.jpg

Enjoy! :rolleyes:

Paegus
5th March 2008, 19:21
the outside is too large and feels completely disjointed from the rest of the map.

the platform feels very very square. try cutting the corners off those columns or something. needs more clutter as well. is it a long time abandoned or just recently blocked off terminal?

inside the train is interesting... if a tad dark. i like the presumably place-holder ads up top. try having some of the curtains be open (and shatterable glass) in the more campable spots

Radio Controlled
7th March 2008, 17:04
WIPSCREEN from my funmap "hdn_contruct"
it will be a glasswar (css) styled funmap

there are 3 layers and in each layer is glas what can break
IRIS spawn in the last layer and have to find a way up with using ladders or physics ;)

http://img.photobucket.com/albums/v713/spucknapp/construct.jpg
http://img.photobucket.com/albums/v713/spucknapp/construct3.jpg
http://img.photobucket.com/albums/v713/spucknapp/construct2.jpg

If you broke through the last layer u will die :)

Isolation
7th March 2008, 21:08
...I see nothing but bad things for that map. Get the wrong guy on that map and IRIS will all die 2 seconds into the round. BUT, it might be fun with a group of friends... as long as you give the glass SOME health so that it takes a bit of damage before breaking.

Demented
7th March 2008, 21:52
I'd be expecting rendering errors for the hidden, en masse. Though, that could be pretty funny. The hidden is mostly visible, but you have to shoot through the glass to get him...

Radio Controlled
8th March 2008, 12:35
Ok
Layer health:

last layer 60
second layer 30
first layer 25 (FN = 2shots)

darktimes
22nd March 2008, 11:14
=
1 shotgun shoot
1 shotgun shoot
1. near shotgun shoot

:p

Paegus
8th June 2008, 14:20
So here are 3 crappy shots of my long-time-in-the-constantly-remaking ground-up rebuild of that hl2dm map: Lockdown Alpha.

http://img219.imagevenue.com/loc478/th_34319_ldalpha_1_122_478lo.jpg (http://img219.imagevenue.com/img.php?image=34319_ldalpha_1_122_478lo.jpg) http://img127.imagevenue.com/loc633/th_34324_ldalpha_2_122_633lo.jpg (http://img127.imagevenue.com/img.php?image=34324_ldalpha_2_122_633lo.jpg) http://img183.imagevenue.com/loc500/th_34342_ldalpha_3_122_500lo.jpg (http://img183.imagevenue.com/img.php?image=34342_ldalpha_3_122_500lo.jpg)

ideally it will be a hex map... and that tank on that lift there serves a purpose that i will leave up to your imaginations.

too bad the model's physics collision model is borked ;)

Sithun
15th June 2008, 20:12
hdn_falkenhagen. WIP. Due q4 2008. If im not too lazy.


IRIS-Spawn
http://img229.imageshack.us/img229/9679/hdnfalkenhagenb10005ng4.jpg


Indoor area 1
http://img229.imageshack.us/img229/9453/hdnfalkenhagenb10001ik3.jpg

Flashy
22nd August 2008, 12:08
^_^ Here is my first map with Hammer editor. I've been messing around with this editor before but this is my first serious map.

Its an old graveyard filled with trash and graffiti (hdn_graveyard) alongside of an road where The Hidden has been feeding himself :D .

Graves, Crypts and Mausoleum are all there.

Its a open map so The Hidden can move around freely but there are also plenty of hiding places making it extra scary for the IRIS. >=)


Things to do still are: Change layout a bit, Lights, getting final details right, get the damn soundscape thing to work and optimize the map in laggy areas.

http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22008-08-2212-45-24-65.jpg (http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/hl22008-08-2212-45-24-65.jpg)

http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22008-08-2212-45-31-12.jpg (http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/hl22008-08-2212-45-31-12.jpg)

http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22008-08-2212-46-06-14.jpg (http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/hl22008-08-2212-46-06-14.jpg)

http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22008-08-2212-46-42-87.jpg (http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/hl22008-08-2212-46-42-87.jpg)

Flashy
5th November 2008, 12:28
Any updates, hiddenites?

I am now working an a cinema map myself. :)
BTW, does anybody know good servers hosting custom maps?

-SM-SUCKER
5th November 2008, 12:42
Paegus is the one who adds good custom maps to the Clandestine Cake.

TheOtherDante
7th November 2008, 12:55
=
ideally it will be a hex map... and that tank on that lift there serves a purpose that i will leave up to your imaginations.


it contians a neuro toxin that will kill everyone in the facilty...

Flashy
12th May 2009, 19:36
Some map I was working on a couple of months back. Was going to be a nice cottage by a lake in the mountains.

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-22-35-66.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-22-35-66.jpg)

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-12-70.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-24-12-70.jpg)

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-16-69.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-24-16-69.jpg)

Maybe I will finish it someday or just release the foliage models.

Sniper
12th May 2009, 19:57
Some map I was working on a couple of months back. Was going to be a nice cottage by a lake in the mountains.

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-22-35-66.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-22-35-66.jpg)

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-12-70.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-24-12-70.jpg)

http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-16-69.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-24-16-69.jpg)

Maybe I will finish it someday or just release the foliage models.

I'd love to have some decent tree models, preferably with the leaves still on the tree. ;)

Zabiela
13th May 2009, 04:31
Was going to be a nice cottage by a lake in the mountains.



What then the hidden showed up? :p


By the way, stupid photobucket fucked up clickable thumnails and they link back to the pic inside photobucket instead of directly to the pic.

For a direct link delete the bolded part of the url:

[**URL=http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/?action=view&current=hl22009-05-1221-24-16-69.jpg]http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-16-69.jpg[/IMG*][/URL**]

[IMG]http://i18.photobucket.com/albums/b120/Berghoff/The%20Hidden/th_hl22009-05-1221-24-16-69.jpg (http://s18.photobucket.com/albums/b120/Berghoff/The%20Hidden/hl22009-05-1221-24-16-69.jpg)


And they fucked up the auto-copy fields and their general page layout... :mad:


Nice architecture btw. The windows under the roof slab are a nice touch, although i'd extend the roof out a foot or half around the edges, and make its edge a texture other than wood slat. Currently the thin diagonal wood slat face suddenly becoming the roof above is wierd.

The house has a very californian craftsman house look, something im extremely familiar with.

Zabiela
13th May 2009, 04:37
I'd love to have some decent tree models, preferably with the leaves still on the tree. ;)

Yeah hl2 trees are nauseating.

I'd like to learn how to make tree models... eventually.

Darkhand
13th May 2009, 16:25
Those are nice trees, I've been wanting to do the old standby of making a map of your house that everyone starts with, but a really good version including the immediate neighborhood, with textures taken from the actual surfaces, down to the terrain being accurate. Need some good tree models, been thinking of doing it in the L4D engine just to get the outdoor scenery they've got in there. Those models would be nice to have though!

Conroy
21st August 2009, 18:08
almost done with my very first map :rolleyes:

only have to place a few more objects in some areas and change 1 or 2 lights


http://img259.imageshack.us/img259/8928/hdnstatione240000.th.jpg (http://img259.imageshack.us/i/hdnstatione240000.jpg/) http://img208.imageshack.us/img208/3865/hdnstatione240001.th.jpg (http://img208.imageshack.us/i/hdnstatione240001.jpg/) http://img39.imageshack.us/img39/4673/hdnstatione240002.th.jpg (http://img39.imageshack.us/i/hdnstatione240002.jpg/) http://img3.imageshack.us/img3/2401/hdnstatione240003.th.jpg (http://img3.imageshack.us/i/hdnstatione240003.jpg/) http://img525.imageshack.us/img525/7189/hdnstatione240004.th.jpg (http://img525.imageshack.us/i/hdnstatione240004.jpg/) http://img24.imageshack.us/img24/6849/hdnstatione240005.th.jpg (http://img24.imageshack.us/i/hdnstatione240005.jpg/) http://img3.imageshack.us/img3/4562/hdnstatione240006.th.jpg (http://img3.imageshack.us/i/hdnstatione240006.jpg/)

BiPP
21st August 2009, 20:59
The map looks good Conroy, but... put some flames so noobies get burn!

Paegus
21st August 2009, 21:28
http://img259.imageshack.us/img259/8928/hdnstatione240000.th.jpg (http://img259.imageshack.us/i/hdnstatione240000.jpg/)
-catwalk texture is misaligned.
-i spy with my little eye a super camp spot... between the catwalk and the shipping crate, behind those wood crates.
-working lights in a seemingly abandoned warehouse setting? could they be across the street or natural instead?


http://img208.imageshack.us/img208/3865/hdnstatione240001.th.jpg (http://img208.imageshack.us/i/hdnstatione240001.jpg/)
-planks-ramps seem awfully convenient. how about player-clip assisted piles of rubble from that rather large hole in the wall?
-computer desks should be near the windows. but since the place is obviously abandoned why not toss things around a bit. have the desks up-turned, the monitors, keyboard and chairs flung around the floor a bit... for that matter the chairs could be in another room entirely... youths these days etc..
-again with the working lights. surely someone would have noticed that rather large hole in the wall i mentioned before setting up shop? or do they like the ventilation? red emergency/exit light is ok i guess.


http://img39.imageshack.us/img39/4673/hdnstatione240002.th.jpg (http://img39.imageshack.us/i/hdnstatione240002.jpg/)
-needs scorch marks up the wall next to that exploded roof. probably some shattered glass too.
-2 lane catwalks? narrow is good. it confines the iris traffic.
-big holes in walls, no rubble.
-is that car leaning up against another car? who put it there and why? up on its side as a barrier sure but why prop it up on another car? doesn't make a very good skateboard ramp... and it doesn't lead anywhere.
-abundance of exploding barrels is good.
-highly constricted spotlight-cones make for bad area lighting from street-lamps.
-more working lights in blown to bits industrial complex...


http://img3.imageshack.us/img3/2401/hdnstatione240003.th.jpg (http://img3.imageshack.us/i/hdnstatione240003.jpg/)
-everyone loves a good pile up but are they trying to defend against zombie hordes or something? who would go to that much effort to pile up all those cars/vans?
-convenient how that tanker truck JUST missed hitting the pole and blowing the whole place sky high etc. smash it into the shop front or just have it pulled up at the side waiting to refill or something.
-working lights etc.


http://img525.imageshack.us/img525/7189/hdnstatione240004.th.jpg (http://img525.imageshack.us/i/hdnstatione240004.jpg/)
-break up that broken up bit. displacement it so it's not level and not all below the concrete.
-needs more pallets :)


http://img24.imageshack.us/img24/6849/hdnstatione240005.th.jpg (http://img24.imageshack.us/i/hdnstatione240005.jpg/)
-backwards shadow is backwards.
-needs more junk.
-knock down some/one of those fence thingamabobs.


http://img3.imageshack.us/img3/4562/hdnstatione240006.th.jpg (http://img3.imageshack.us/i/hdnstatione240006.jpg/)
-recently post kaboom?

Zabiela
22nd August 2009, 04:29
-working lights in a seemingly abandoned warehouse setting?

About this,
"Warehouse owner is about to close up shop, when a wandering hidden jumps in and kills the poor sap, who left everything on, lights and machinery etc.
Hidden throws a pipebomb at the wall for fun, kaboom, big hole.

I cant explain the car pile up though, that does look like its out of left4dead.

Very good for your first map though Conroy, you have good mapping style, looks realistic. Theres still room for improvement though.

biohazard-uk
22nd August 2009, 09:08
Not sure if you've included any flickering lights or not; a few non-working or flickering lights around that hole in the wall or under that shelter where tanker is would be cool...Nice work anyway! :D

Dr.SharK
10th August 2010, 15:38
INFO

Oh hai! This is my first HS map in approximately 4 years. It was made over the course of a week. Build time at the moment is roughly 40 hours, but it is expected to increase once the bugs have been squashed and I can update the architecture.

The map was made with the intention of creating an experience similar to the classic Stalkyard, whilst still being drastically different.

Anyways, 'nuff talking, here are some pics!

http://a.imageshack.us/img713/826/hdnwatershedb10000.th.jpg (http://img713.imageshack.us/i/hdnwatershedb10000.jpg/)

http://a.imageshack.us/img689/4720/hdnwatershedb10001.th.jpg (http://img689.imageshack.us/i/hdnwatershedb10001.jpg/)

http://a.imageshack.us/img820/6528/hdnwatershedb10002.th.jpg (http://img820.imageshack.us/i/hdnwatershedb10002.jpg/)

http://a.imageshack.us/img80/2608/hdnwatershedb10003.th.jpg (http://img80.imageshack.us/i/hdnwatershedb10003.jpg/)

http://a.imageshack.us/img192/7683/hdnwatershedb10004.th.jpg (http://img192.imageshack.us/i/hdnwatershedb10004.jpg/)

http://a.imageshack.us/img227/3915/hdnwatershedb10005.th.jpg (http://img227.imageshack.us/i/hdnwatershedb10005.jpg/)

http://a.imageshack.us/img237/6198/hdnwatershedb10006.th.jpg (http://img237.imageshack.us/i/hdnwatershedb10006.jpg/)

http://a.imageshack.us/img814/4460/hdnwatershedb10007.th.jpg (http://img814.imageshack.us/i/hdnwatershedb10007.jpg/)

http://a.imageshack.us/img191/5404/hdnwatershedb10008.th.jpg (http://img191.imageshack.us/i/hdnwatershedb10008.jpg/)

http://a.imageshack.us/img205/9515/hdnwatershedb10009.th.jpg (http://img205.imageshack.us/i/hdnwatershedb10009.jpg/)

http://a.imageshack.us/img824/9201/hdnwatershedb10010.th.jpg (http://img824.imageshack.us/i/hdnwatershedb10010.jpg/)

The map totally has it's own topic right here (http://forum.hidden-source.com/showthread.php?t=10747)

-Dr.SharK

madk
6th November 2012, 04:10
https://dl.dropbox.com/u/10116881/images/hidden/platform/wip1.jpg

edit: forum topic (http://forum.hidden-source.com/showthread.php?11379-hdn_platform)

madk
8th November 2012, 20:16
http://i.imgur.com/5hzf2.png

Behold the humble beginnings of one hdn_canals, a map with aesthetics based loosely on Venice.


edit: progress!
http://i.imgur.com/LzWpt.png

NiceGuyEddie
9th November 2012, 09:28
Alternate view of two new additions (more like fixes) to Mobscene SE:
http://img236.imageshack.us/img236/1515/bridgeviewcafe3yx1.th.jpg (http://img236.imageshack.us/my.php?image=bridgeviewcafe3yx1.jpg)


What happened to this one? Just from the looks of the screen grab it looks like a more interesting version of HighRise. Probably how HighRise could have turned out with more time to cook in the pot. Oh well.

Xufe
10th November 2012, 19:08
Map I an working on.
Can'T send much more as there is no light etc in the map.
Digit I hope you are proud and Paegus ask Digit why I did this!

837

madk
11th November 2012, 19:13
It's looking very good!

madk
12th November 2012, 20:43
I was sad because the file for my venice map got eaten by a couple invalid solids :(

now I'm working on this instead, hdn_hotel

http://i.imgur.com/3IxXn.png

madk
19th November 2012, 22:48
http://i.imgur.com/ZIbGE.png

Xufe
22nd November 2012, 11:19
Both pictures look nice, the rooftop however seems extremly flat and that weight of these water tanks need a lot of supports.
Add vents to the top.

Are these trigger texture dust particles? If so why on both sides; there are no 2 suns ;)

Well otherwise seems solid so far.

Ps: invalid solids can be fixed relatively easy. Recreate the same brush above and just cut it until it looks like what you need then simplyfie it.

madk
22nd November 2012, 22:46
The rooftop isn't accessible, there's an unseen player clip.

The entire file got fucked as a result of the solids. All the brush entities were deleted and everything was ungrouped.

Xufe
16th December 2012, 14:14
Pictures of my WIP project Storage Access:

Lightning isn't that good, sounds are missing, optimization needs to be done, hidden stylish,
a small part of the factory has to be filled with props.

Ideas, Suggestion, feedback?

http://s8.postimage.org/svb4y1nep/SA_wip6.jpg (http://postimage.org/image/svb4y1nep/)

http://s8.postimage.org/sjtola6yp/SA_wip1.jpg (http://postimage.org/image/sjtola6yp/)

http://s8.postimage.org/hlif33idd/SA_wip2.jpg (http://postimage.org/image/hlif33idd/)

http://s8.postimage.org/ha0yqc1xd/SA_wip3.jpg (http://postimage.org/image/ha0yqc1xd/)

http://s8.postimage.org/ry4pp6bwh/SA_wip4.jpg (http://postimage.org/image/ry4pp6bwh/)

http://s8.postimage.org/teg87betd/SA_wip5.jpg (http://postimage.org/image/teg87betd/)

Hope you like what you see.