PDA

View Full Version : W.i.p hdn_dispatch



Dark Soul
19th February 2007, 02:35
Some of you may have noticed that over the few week the percent in my sig for hdn_dispatch has been going up.Well I'm at the point where i can finally show you some ingame shots of the map.The map will be connected with Stalkyard,so don't be surprised that it looks similar.The map is almost done and all i need to do is get it proped.I tried to make the map easy for the hidden to jump around in,so you wont see yourself bumping in to walls all the time.Anyway heres an ingame shot of the one room that is fully proped.

http://img516.imageshack.us/img516/5223/hdndispatch0004ro7.th.jpg (http://img516.imageshack.us/my.php?image=hdndispatch0004ro7.jpg)
http://img503.imageshack.us/img503/6325/hdndispatch0005xf7.th.jpg (http://img503.imageshack.us/my.php?image=hdndispatch0005xf7.jpg)
Rate the room from a scale of 1 to 10 and tell me what i should add/remove to make the room a perfect 10.:D

Zabiela
19th February 2007, 02:54
Looks a lot like stalkyard :D

It looks like it will work well tho, but lower the lights, make some shadows.

Dark Soul
19th February 2007, 03:17
K,i removed the env_lightglow and lowered lights.
http://img521.imageshack.us/img521/5365/hdndispatch0005me8.th.jpg (http://img521.imageshack.us/my.php?image=hdndispatch0005me8.jpg)
Should i lower it some more?
And to show you that its not just a copy of stalkyard,here is how the Iris spawn looks so far.
http://img503.imageshack.us/img503/9889/hdndispatch0004gs3.th.jpg (http://img503.imageshack.us/my.php?image=hdndispatch0004gs3.jpg)

Daedalus
19th February 2007, 06:27
Me likey. More phys props to throw at people, please.

Paegus
19th February 2007, 08:10
looks pretty good so far... i like the pallet bound crate setup. could be a wee bit darker though.

Boxy
19th February 2007, 08:35
There are crate models as of Beta 5 my friend, you could bin all the crates and use the models instead. Would save you on compile times and probably render faster as well. Hit me up on PM and I'll see if I can get you a RAR for the models and textures, just so you can get on with the change (thats if you want them, you maybe some sicko who likes overuse of BSP).

Dark Soul
19th February 2007, 08:51
Me likey. More phys props to throw at people, please.
Sure thing.


There are crate models as of Beta 5 my friend, you could bin all the crates and use the models instead. Would save you on compile times and probably render faster as well. Hit me up on PM and I'll see if I can get you a RAR for the models and textures, just so you can get on with the change (thats if you want them, you maybe some sicko who likes overuse of BSP).
I'll take you up on that offer Boxy(1st i need to get some sleep).The surprising thing is even with all the prefab boxes,portolflow only takes around 20 sec to compile.I don't know why but it drags the light compiling time up to 2 min's.Must be all the shadows that cause it to take so long.

brechtos
19th February 2007, 08:58
Looks nice and polished.
I'm betting this will be a fun map that will be played allot:D

scratch
19th February 2007, 22:58
http://img503.imageshack.us/img503/9889/hdndispatch0004gs3.th.jpg (http://img503.imageshack.us/my.php?image=hdndispatch0004gs3.jpg)

I really like this screenshot: You did a nice choice regarding the textures, and the lighting makes it even better. Really fits there, i'd almost call that "professional". <3

Dark Soul
20th February 2007, 00:10
Glad you like it :D.Hopefully i can get some work in during the week days.

Paegus
20th February 2007, 08:23
i just noticed... those door frames don't have ledges for hidy types to lay upon in wait.

Boxy
20th February 2007, 08:40
i just noticed... those door frames don't have ledges for hidy types to lay upon in wait.

Obsessed! This....this ...addiction must be sorted out P...

Knigh7s
20th February 2007, 18:35
Map is looking good!

How close to completion are you?

Zabiela
20th February 2007, 19:46
I really like this screenshot: You did a nice choice regarding the textures, and the lighting makes it even better. Really fits there, i'd almost call that "professional". <3

Some smaller lightmaps would define the shadows on that wall nicely :)

Dark Soul
20th February 2007, 22:26
i just noticed... those door frames don't have ledges for hidy types to lay upon in wait.
You can hide in the hole in the ceiling or you can sit on the pipes that are no shown in that picture.

Map is looking good!

How close to completion are you?
It's almost done,just need to prop up all the rooms.

Some smaller lightmaps would define the shadows on that wall nicely :)
Done,i'll upload new pictures once hammer is done compiling.

Edit*
http://img510.imageshack.us/img510/3526/hdndispatch0004nn8.th.jpg (http://img510.imageshack.us/my.php?image=hdndispatch0004nn8.jpg)

Knigh7s
20th February 2007, 22:38
Nice!!

Dark Soul
20th February 2007, 22:53
http://img503.imageshack.us/img503/3922/hdndispatch0007am1.th.jpg (http://img503.imageshack.us/my.php?image=hdndispatch0007am1.jpg)
I don't know what but its missing something :(.

Edit*
Also the light models don't want to use the cubemaps so they turn out white.Anyone know how to fix this?

Knigh7s
20th February 2007, 23:15
how about some enviroment, maybe some dust. as for props, maybe some trash cans, some plants, as space fillers. was this supposed to be an abandoned building? if it is maybe some trash and a crack on the ceiling?

just throwing out some ideas...

Paegus
20th February 2007, 23:27
looks great except...
-since when do fluorescent lights have flare cones? they produce very diffuse lighting since their light source is no where near as point-sourcey as say an incandescent bulb
-the railings there looks slightly odd. either get rid of those 4-bar end pieces and have the 2-bar rails all the way around or have longer pieces overlapping as one.
-are you going to no-clip the separations so players don't get stuck on 0.001 model origin displacements or did you manually adjust their origins so they line up perfectly?

Boxy
21st February 2007, 08:31
Also the light models don't want to use the cubemaps so they turn out white.Anyone know how to fix this?
When you build cubemaps, be sure to build for both LDR and HDR and then disconnect from the map. Reload ANOTHER map (other than the one you are working on) and then disconnect from that. Then reload the map you were originally working on to see your final cubemap build in.

Hey presto, the cubemaps should be working fine, no more shiny white models. Cubemap changes are not seen straight away anymore, for some reason a reload of the level is required. Never used to be like that...

Sidenote, some of the screens for your level are really taking shape, it looks kick ass. Ill be keeping an eye on this one...


looks great except...
-since when do fluorescent lights have flare cones? they produce very diffuse lighting since their light source is no where near as point-sourcey as say an incandescent bulb
-the railings there looks slightly odd. either get rid of those 4-bar end pieces and have the 2-bar rails all the way around or have longer pieces overlapping as one.
-are you going to no-clip the separations so players don't get stuck on 0.001 model origin displacements or did you manually adjust their origins so they line up perfectly?

You will learn to fear and hate, yet also love the sharp eye of this man when you allow him to perform 'error correction duties' on your levels. :)

Paegus
21st February 2007, 10:23
no but... i just... /cries

brechtos
21st February 2007, 13:04
Now now
Don't cry... Here have a cookie (http://www.imgag.com/product/full/ap/3028476/)

Paegus
21st February 2007, 13:17
thanks but no... last time i ate a living cookie its pitiful cries of pain were kinda grating on the ears...

jaffa cakes > waffles > cookies anyway.


and for the sake of getting back on topic...

@DS
how are you doing the light models: vphysics or non-collidable(sp?) with a clip-brush inside? if the latter could you stick a nodraw or something there instead so one can pin bodies to the lights without worrying about colliding with the support wire bits holding them up?

Dark Soul
21st February 2007, 22:30
looks great except...
-since when do fluorescent lights have flare cones? they produce very diffuse lighting since their light source is no where near as point-sourcey as say an incandescent bulb
-the railings there looks slightly odd. either get rid of those 4-bar end pieces and have the 2-bar rails all the way around or have longer pieces overlapping as one.
-are you going to no-clip the separations so players don't get stuck on 0.001 model origin displacements or did you manually adjust their origins so they line up perfectly?

-I removed the fluorescent lights.
-I think they look fine,seeing as both sides have 4-bar pieces at the end.
-No i just player clipped the bars.


When you build cubemaps, be sure to build for both LDR and HDR and then disconnect from the map. Reload ANOTHER map (other than the one you are working on) and then disconnect from that. Then reload the map you were originally working on to see your final cubemap build in.

Hey presto, the cubemaps should be working fine, no more shiny white models. Cubemap changes are not seen straight away anymore, for some reason a reload of the level is required. Never used to be like that...

Sidenote, some of the screens for your level are really taking shape, it looks kick ass. Ill be keeping an eye on this one...



Dang valve,always making it harder on the customers.

And to reply to your pm,yes i think i'll try to make a hax map next but i want to focus all my mapping time on this until I'm done.I don't think ill be needing the box models.The prefab boxes don't add that much to the compiling time and if i zipped them into the map they would probable make the map size bigger.



@DS
how are you doing the light models: vphysics or non-collidable(sp?) with a clip-brush inside? if the latter could you stick a nodraw or something there instead so one can pin bodies to the lights without worrying about colliding with the support wire bits holding them up?
Yes,the lights are non-collidable with nodraw around them so you can pin bodies to them.

Edit*
Any one know how would i go about fixing this pipe thats showing up to dark?
http://img505.imageshack.us/img505/9504/hdndispatch0012ov3.th.jpg (http://img505.imageshack.us/my.php?image=hdndispatch0012ov3.jpg)

Boxy
21st February 2007, 22:58
Any one know how would i go about fixing this pipe thats showing up to dark?

Im guessing that the origin of the model is buried in BSP. Either shift the model about until the origin is exposed to a light source OR place an info_lighting in the world with a name and then tell the model to use that info_lighting as a lighting origin.

Dark Soul
22nd February 2007, 00:01
Thanks Boxy worked like a charm.

Room update.
http://img524.imageshack.us/img524/3251/hdndispatch0014ey4.th.jpg (http://img524.imageshack.us/my.php?image=hdndispatch0014ey4.jpg)

Paegus
22nd February 2007, 00:59
looks great. i'm still not a fan of the railings though. the varied spacing just looks wonky to me.
but i know lining them up to look like 1 can be a right bitch so whatever...

the prison checker-board floor texture is going to be pretty fatal as well i think... but that's a good thing.

Zabiela
22nd February 2007, 04:17
the prison checker-board floor texture is going to be pretty fatal as well i think... but that's a good thing.

That kind of makes me want to make a map with the lightmap grids as textures, and see what would happen :D

-Dark, that last screeny looks sweeeeeeeeeeeeeeet! Those lights work much better than the fluo's, and the struts fit in well. I think you should alpha the light beams though, they would be more subtle in such a bright environment.

edit: also, is the spot under those 2 huge pipes campable? Maybe add a grate, with a metal frame right there or something, would be better than just a clip.

Dark Soul
27th February 2007, 02:04
DANG YOU C&C3 DEMO!!
I wanted to release the map today,but the C&C3 stopped me from finishing the last 3&#37; of the map.All i need to do is add props to one hallway and one room and I'll be done.

Zabiela;
Yes,the iris can go under the pipes,but they don't touch the wall all the way so the hidden can still come from both sides.

Edit*
Bah,i can't keep you guys waiting.I'll finish the map right now.

Dark Soul
27th February 2007, 05:35
Ok here it is hdn_dispatch,i just hope you guys like it and maybe for once,one of my maps will get used on a server :p .

Iris spawn.
http://img87.imageshack.us/img87/1574/hdndispatch0000kr0.th.jpg (http://img87.imageshack.us/my.php?image=hdndispatch0000kr0.jpg)
No name for this room.
http://img136.imageshack.us/img136/2511/hdndispatch0001yb3.th.jpg (http://img136.imageshack.us/my.php?image=hdndispatch0001yb3.jpg)
Storage room1
http://img132.imageshack.us/img132/6084/hdndispatch0002ys6.th.jpg (http://img132.imageshack.us/my.php?image=hdndispatch0002ys6.jpg)

And now for the rooms you haven't seen before.

Storage room2
http://img141.imageshack.us/img141/1681/hdndispatch0003ds4.th.jpg (http://img141.imageshack.us/my.php?image=hdndispatch0003ds4.jpg)
http://img237.imageshack.us/img237/5868/hdndispatch0006ww0.th.jpg (http://img237.imageshack.us/my.php?image=hdndispatch0006ww0.jpg)
Hidden spawn.
http://img141.imageshack.us/img141/4968/hdndispatch0004ae6.th.jpg (http://img141.imageshack.us/my.php?image=hdndispatch0004ae6.jpg)
No name for this room.
http://img489.imageshack.us/img489/2805/hdndispatch0005qz4.th.jpg (http://img489.imageshack.us/my.php?image=hdndispatch0005qz4.jpg)

Here's the Download (http://files.filefront.com/hdn_dispatch_V1rar/;6819070;;/fileinfo.html).

Hope you like it :D

hutch
27th February 2007, 05:48
amazing, a bright map that still has the mood of the hidden

Paegus
27th February 2007, 09:51
man filefront just went completely twattish on me. got spammed by 'sign up for this or that offer' and it wont let me past!

ZAP
27th February 2007, 13:14
Look nice !:eek: mabye can this map run on my friend's server :O

I gona try for you !!

Boxy
27th February 2007, 16:52
Very nice Dark, I'm impressed.

Oh check the PM's please sir...

Paegus
27th February 2007, 17:17
had a run through it with a bot so not much to comment on in the gameplay aspects.. though it strikes me as a bit large overall. maybe it's the over abundance of open spaces which are quite hidden friendly. the overall brightness of the map does counter that i suppose so i'll have to wait and see how it plays in a more active environment.

now on to the pic-nitting...

dev blendmeasure textures (http://img340.imageshack.us/my.php?image=hdndispatchv10000dt6.jpg) visible in windows at iris spawn
can you put the door in marine spawn (http://img340.imageshack.us/my.php?image=hdndispatchv10001nb9.jpg) on a hinge so it swings freely?
broom (http://img340.imageshack.us/my.php?image=hdndispatchv10002al1.jpg) demands to be a phys prop!
bad box lighting? (http://img340.imageshack.us/my.php?image=hdndispatchv10003xa9.jpg)
this may get fixed for B5 if you re-do it with the modelled crates instead but for now, can you player-clip the damn things because getting stuck on a 1 unit edge (http://img340.imageshack.us/my.php?image=hdndispatchv10004kt1.jpg) is just plain annoying.
the textures around the floor vents (http://img340.imageshack.us/my.php?image=hdndispatchv10005rr2.jpg) are a bit of a contrast imo. They're not aligned with rest of the floor as well so if you can re-pos the grate to fit in the middle of the floor tiling and use a similar coloured texure... or the same as the rest of the floor.
must the vent's all say "HELLO! I'M HERE!" (http://img340.imageshack.us/my.php?image=hdndispatchv10008vy6.jpg)? could just mirror the upper side and have it slope in toward the grate. makes it easier to pounce into as well.
if it serves no real purpose and is virtually impossible or impractical to move: needs more prop_static (http://img340.imageshack.us/my.php?image=hdndispatchv10006zk7.jpg)
that long stretch of wall (http://img340.imageshack.us/my.php?image=hdndispatchv10007ur5.jpg) could really use a nice bit of piping to perch on.
X-Box (http://img340.imageshack.us/my.php?image=hdndispatchv10009ai9.jpg) seems kinda haphazardly dumped there. stick it under the table (which could be a prop_static as well btw)
texture alignment (http://img340.imageshack.us/my.php?image=hdndispatchv10010ix1.jpg)
since you went through the trouble of breaking it (http://img340.imageshack.us/my.php?image=hdndispatchv10011lr2.jpg) how about a bit of a payoff and let people see what mysterious goodies are packed away inside? maybe a cryo-ish tube containing a hidden corpse_ragdoll using a different skin or something completely oddball like a mountain of barbie dolls.
ahh ledges... and marine_clips. with the general trend of 'hidden only' perches perhaps such places could be made non-IRIS by putting a small 60&#176; wedge marine_clip on top (http://img340.imageshack.us/my.php?image=hdndispatchv10012ai9.jpg) so instead of just bouncing off some flat invisible barrier they instead slip off more naturally.
video card artefacting aside, i'm sorry but those railing are just naff (http://img340.imageshack.us/my.php?image=hdndispatchv10013ua6.jpg). you've got plenty of room to move with the floor areas & texture so surely you can make them fit together better instead of having them all randomly dropped here and there...
pouncing from here (http://img406.imageshack.us/my.php?image=hdndispatchv10017pm3.jpg) you get this (http://img406.imageshack.us/my.php?image=hdndispatchv10018mt7.jpg). and it's not a widescreen only issue either see (http://img406.imageshack.us/my.php?image=hdndispatchv10028aq6.jpg)
another vis area break (http://img406.imageshack.us/my.php?image=hdndispatchv10020rx8.jpg). i couldn't get this one to show up in 4:3 though.
it's a nice hiddy hole above marine spawn (http://img406.imageshack.us/my.php?image=hdndispatchv10021ko1.jpg) and all but it doesn't lead anywhere or more importantly it doesn't have anything *cough*vent*cough* leading to it. could also benefit from breakable floor/ceiling tiles that can be shoot out Aliens style
woonky shadow (http://img406.imageshack.us/my.php?image=hdndispatchv10022lo2.jpg) by the door in marine spawn.
as far as i'm aware, this is the only fence (http://img406.imageshack.us/my.php?image=hdndispatchv10023ce2.jpg) in the entire map so why bother with it in the first place? or is that the point?
personally i think this (http://img406.imageshack.us/my.php?image=hdndispatchv10024gk3.jpg) would be a far better marine spawn. their current spawn's doors are barred over so how did they even get inside? could have one of these garage style doors open and the IRIS truck backed in a ways. then put the hidden spawn in that ceiling hiddy hole (http://img406.imageshack.us/my.php?image=hdndispatchv10021ko1.jpg) where marine spawn currently is and add a tunnel leading down from wherever as his point of access.
these doors (http://img406.imageshack.us/my.php?image=hdndispatchv10025na5.jpg) are phys objects but they can't be picked up or used. i'm fine with them not being usable for phys kills but save the server the extra overhead and prop_static or de-func_physbox them.
it's a nice vent (http://img406.imageshack.us/my.php?image=hdndispatchv10026cn0.jpg) and all but it's lack of destination... well i suppose it'll fool some hiddens to give away their positions once in a while...
more odd model lighting? (http://img406.imageshack.us/my.php?image=hdndispatchv10027uh7.jpg)
i don't think the sun is that big really... move the outer grate's lights in (http://img406.imageshack.us/my.php?image=hdndispatchv10029rz5.jpg) toward the middle grate so you can only see 1 at a time.
seems kinda last minute to me (http://img406.imageshack.us/my.php?image=hdndispatchv10030hu0.jpg). if you don't want to make that hiddy hole above the current marine spawn into the hidden spawn... put these there instead.
kinda bland up here (http://img406.imageshack.us/my.php?image=hdndispatchv10031df0.jpg) imo. needs more phys crate/barrel for stealth attacks from above.
camera s (http://img406.imageshack.us/my.php?image=hdndispatchv10032yh2.jpg)needs to be nearer the ceiling. just looks like you put it there then moved the ceiling and forgot about the camera.
non of the security camera have locations.
there are no location triggers for IRIS hud.


all in all an excellent map though. the general look and freedom of movement is very nice. a bit too user friendly perhaps since you just wont need the NVGs or flashlight at all unless your monitor is busted. should be really nice for adrenaline junkies like myself and prince/sucker.

brechtos
27th February 2007, 19:35
Bravo
Very nice map;)

@Paegus
Nice "bugreport/tweakreport" with the pics and stuff.
Really made your work out of it.

my map sucks:(

Dark Soul
27th February 2007, 21:29
Paegus,i thank you so fucking much!It must have taken some time to write all that out and host all does images.

Here are some things to take note.
-The spawn idea is really good i'll switch them around.
-the broom can't be made into a phys prop.
-I'll try and fix the box clipping.
-They (http://img340.imageshack.us/my.php?image=hdndispatchv10006zk7.jpg)Don't show up when you make them a phys_prop.
-The prop doors can't be made into prop_static and i think their "de-func_physboxed" because before you would fly across the map when you walked into them.
-Yeah i need to fix a lot of stuff that have to do with lighting.
-Locations triggers will be added.
-the phys door idea is really good.

P.s
Boxy,did you get my PM?I'm not sure if it got sent to you.

Phaedrus
27th February 2007, 21:32
Can't you do prop_phys_override?

Boxy
27th February 2007, 21:42
Got your PM and have replied. Dont use prop_phys_override unless you have to, it's filthy and expensive on the server. The map rocks, but does need some work to make it real mint. I'm sure Dark will find a guide somewhere...

Phaedrus
27th February 2007, 22:01
I've uploaded this map to Knigh7s server 1 and its currently running with me sitting in there. If anyone wants to join...

Paegus
27th February 2007, 23:03
Paegus,i thank you so fucking much!It must have taken some time to write all that out and host all does images.
cheers but was only about 20 minutes of meandering around the map tapping the screenshot key and then another 20 to write out while the niftiness that is the ShellUploader extension (http://www.google.co.uk/search?q=shelluploader) preformed the imageshackification in the background.


-the broom can't be made into a phys prop.
then consider moving it so it's already on the ground or ditch it entirely... leaning up against the wall like that is such a buzz kill when you can't shoot/slash/toss it around the place.


-They (http://img340.imageshack.us/my.php?image=hdndispatchv10006zk7.jpg) Don't show up when you make them a phys_prop.
when you don't make them i assume you mean as they currently are. but i thought they had prop_static available as an option at least as far as the model viewer's info tab was concerned... oh well. then just tick disable motion and prevent motion on player bump so running into and on top of them isn't quite so sticky/jerky.


-The prop doors can't be made into prop_static and i think their "de-func_physboxed" because before you would fly across the map when you walked into them.
well they or something else is definitely alive when you walk over them because they clink audibly and are sticky. if they're bsp brushes then just move them to world. if they're models then either disable motion/prevent motion on player bump like the filing cabinets and those tables or disable collisions on them entirely.

Zabiela
27th February 2007, 23:05
I hate that stupid un physable broom, I tried to use it in my map too.

Isolation
27th February 2007, 23:13
I'll go out on a limb and say I think this map is on par with Stalkyard. My only real beef is with how campy it can be. There's far too many places IRIS can sit and duck in a corner.

Otherwise, awesomeness.

brechtos
28th February 2007, 10:13
There should be a full server playtest session planned:D

Dark Soul
1st March 2007, 21:31
Ok guys,i need your opinions if i should make the lights prop_physics or not.On one hand it looks cool when you shoot them but on the other hand you can't camp on top of them as hidden and you can't pin bodies to them.What do you guys think i should do:confused:.

Edit*
Wow it's easy to fix a corrupted vmf file.(Thank God for that because there wouldn't be a new hdn_dispatch if i couldn't fix it.)

Paegus
1st March 2007, 21:39
don't bother.
they don't effect lighting (or rather shadowing) except in the most rudimentary way. the light cones can move quite easily and you can even have light spots on the floor but they look pretty naff and the cones will phase in and out depending where you view them from. imo it's a waste of phys, lighting and entity work for all concerned given the lackluster payoff dynamic lights havein Source.

Edit*
back that shit up right MEOW!

Dark Soul
1st March 2007, 23:11
Yeah i backed it up right now,i didn't actually fix the corrupted vmf.I just removed the vmf and renamed hdn_Dispatch.vmx to hdn_Dispatch.vmf:p .

Cheesey
16th March 2007, 15:41
Nice map, my mouth is still open yet! :eek:

Its a huge map, nice done, but I've found some thing you could change, in addition to the things nebtuibed above (Paegus, etc.):


This crate has no texture on his underside:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v17.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v17.jpg)



This crate is hovering:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v16.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v16.jpg)



On the wall (behind the light-bulb) is a vent-entrance. If you hit it, you just hear the same sound as if you hit the wall. But the vent is metallic ;):

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v13.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v13.jpg)



As hidden you can reacht those windows, but the sound metallic instead of breakin glass:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v19.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v19.jpg)


Here are some really nice camping places. If you avoid those, please don't build invisible walls ;) (Shotguns favourites):
Here you can hide beside jimmeh and see hidden coming from above...

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v18.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v18.jpg)


The gap on the left of the crates:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v15.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v15.jpg)


On the left side of the top crate:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v14.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v14.jpg)


No camper spot, but an invisible wall on the left of the top crate... maybe you just smaller the gap or but something into it, so it's more realistic ;)

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v11.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v11.jpg)


Also a nice spot between the wall and the beam:

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/th_hdn_dispatch_v12.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_dispatch/hdn_dispatch_v12.jpg)

Dark Soul
31st March 2007, 02:27
Pics for the none-Hiddenites.
http://img95.imageshack.us/img95/2139/hdndispatch0000ds3.th.jpg (http://img95.imageshack.us/my.php?image=hdndispatch0000ds3.jpg)
http://img95.imageshack.us/img95/6356/hdndispatch0001dn7.th.jpg (http://img95.imageshack.us/my.php?image=hdndispatch0001dn7.jpg)
http://img223.imageshack.us/img223/6042/hdndispatch0003qh2.th.jpg (http://img223.imageshack.us/my.php?image=hdndispatch0003qh2.jpg)
http://img95.imageshack.us/img95/3086/hdndispatch0004nv2.th.jpg (http://img95.imageshack.us/my.php?image=hdndispatch0004nv2.jpg)
http://img178.imageshack.us/img178/8867/hdndispatch0005xz2.th.jpg (http://img178.imageshack.us/my.php?image=hdndispatch0005xz2.jpg)
http://img144.imageshack.us/img144/2771/hdndispatch0006lm2.th.jpg (http://img144.imageshack.us/my.php?image=hdndispatch0006lm2.jpg)

For the hiddenites:
haven't been working on the map as much(other then the bug fixes and adding the vent system,which now isn't a trap because trigger_push wont work properly.)I have a good excuse as to why i haven't worked on it,alot of good games came out this month(motorstorm,god of war and stalker to name a few)and i just didn't have the time to work on the map.

I'm thinking of adding some traps,but the map makes it hard to add any.(It's not really made for it).That why I'm not posting this in the hiddenites forums,so i can get a better chance of getting some kick ass ideas for traps from.

Isolation
31st March 2007, 03:30
There's not much room for traps, from what I remember. You can always fall on mainstays like false floors/walls, or falling crates. Maybe a swinging spikey pendulum thingy (you should know exactly which map to look at to see how such a trap would work. If you can't think of which one, PM me ;) ).

Zabiela
31st March 2007, 05:42
http://img223.imageshack.us/img223/6042/hdndispatch0003qh2.th.jpg (http://img223.imageshack.us/my.php?image=hdndispatch0003qh2.jpg)

Yay for hinged vents!

Demented
31st March 2007, 06:52
Scalding steam and visibility traps seem like they'd fit this map. It's quite... visual.

That dark office room still looks rough, but the rest are pretty good.

Dark Soul
31st March 2007, 22:30
Yeah,steam traps would probable be the easiest to implement.Thanks for the idea.:D

Cheesey
31st May 2007, 18:22
It's not the right map for traps. You can do a crate on a rope, or a car on a rope or something like that. But even that's kinda too much for it.

Steam traps sound like it would fit perfectly... ;)