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brechtos
11th March 2007, 20:21
All the rooms are now present, I added some physprops and ran a full compile.
I would like to know what you guys think of the map and if I should continue or just stop here.
All comment is welcome.

http://www.youtube.com/watch?v=tK5vap8ORHA

http://img474.imageshack.us/img474/7375/hdntemplealpha10000xt7.th.jpg (http://img474.imageshack.us/my.php?image=hdntemplealpha10000xt7.jpg)http://img474.imageshack.us/img474/5940/hdntemplealpha10002zk8.th.jpg (http://img474.imageshack.us/my.php?image=hdntemplealpha10002zk8.jpg)http://img54.imageshack.us/img54/5386/hdntemplealpha10001gr9.th.jpg (http://img54.imageshack.us/my.php?image=hdntemplealpha10001gr9.jpg)

V1 download:

http://files.mappers-alliance.com/brechtos/lost/hdn_lost_v1.rar

It's not the best thing out there but I decided to release it.
Feel free to comment and should you really want it I will delete the volumetric light but I would first like to know how it plays with the vol light in it:D

Hyp-R
11th March 2007, 21:04
looks very nice
hopefully she wil lturn out, and play very well!

Daedalus
11th March 2007, 21:15
Do go on with the map, it looks real nice.

Also remember to add lots of phys objects for the hidden to use :p

Phaedrus
11th March 2007, 21:23
I just loaded it up and I'm taking a look around while I write this. Overall, I am very impressed. Excellent map. I really hope, after some cleanup, that it gets added as a community map so people won't have to DL such a huge custom map (25MB wow). I think it might be a little too hidden friendly, but we will see.

A few things:

The hidden can get up to the IRIS vehicle and to the highest level of the temple. In both these places you can see no draw and the skybox floor. They needs player clip. Also, many of the upper level perches are high enough to see that there is nothing out there. You need to lower or remove these, else put something to block the view.

Some of the sand looks too clumpy and others look too jagged. Try to smooth out the sharp corners, it just looks wierd. Also, on the bottom level there is wet sand next to dry sand. Pick one or the other, probably dry sand.

The fog around the vehicle headlights doesn't look right and it doesn't make much sense either for a broad daylight map.

The tree growing out of the wall would work better if the wall was broken with a pile of sand around it. It just looks strange coming out of a perfect wall. The hidden can also reach the top of this area and see nothingness.

There is very bright sprite coming from three small holes near a fountain, yet there is no light on the ground or light column effect.

The fountains seem to flow too quickly and you can see them going through the water pool. I don't know, but maybe there is a way to create splashing where it connects?

The column light grid is visible, at least on my machine. Maybe move it back or use something to block the origin. I don't know if that is possible or even makes sense.

The ivy growing across the gap in the ceiling of the corridor with all the perches isn't very realistic to me for a gap that large. Not a biggie though.

The map needs more general decay on the walls and columns. It conflicts with the rest of the theme. Here is this old temple with a bunch of broken artifacts, but the walls and columns are immaculate.

Anyway, I hope this doesn't come off too preachy. I don't normally take the time to do this sort of thing, but I really like this map and I think it has a ton of potential. I am doing this quickly, so my shortness could sound bossy. Sorry for that. Very good job so far. I am really excited to see this map completed.

Phaedrus
11th March 2007, 21:30
Do go on with the map, it looks real nice.

Also remember to add lots of phys objects for the hidden to use :p

I wouldn't say lots, but a little bit more, spread out. It's already got tons of hiding places.

Zabiela
11th March 2007, 23:03
You should have some broken-looking stone physboxes, like that fell out the wall, like a big ol brick that the hidden can toss around.

Im gonna try this as soon as im on my gaming pc.

edit: dl'ing, 16 megs, :) mmm custom textures.

brechtos
12th March 2007, 18:08
Thx for the comments.

Most of the things you reported I'm aware of.(like the car that can be reached)
Just wanted to make a compile of the current state to get some feedback:D.
The bottom room with the wet sand isn't 100 % finished will make the bath with nicer tex.

I Will also look to make the displacement intensity bigger but there isnt really that much that you can do about the sharp sand corner things as displacements are tied to a grid, without slowing down the performance I think.

The broken wall thing is something I tried but the result wasn't that nice.
Some areas need some dirtying up.

And finaly the stone physboxes
I hade some but for some strange reason when the hidden picks them up and trows it it just falls like a 1000000kg block on the ground:s
Don't really now how come.

Will continue on the map but I will need to stop for about 2 weeks. (EXAMS are coming in school:confused: )

What do you think of the general feel that you get when running around?

Zabiela
12th March 2007, 19:34
And finaly the stone physboxes
I hade some but for some strange reason when the hidden picks them up and trows it it just falls like a 1000000kg block on the ground:s
Don't really now how come.


In they physbox properties, theres the mass scaler. If its 0 by default, and its too heavy, set it at 0.7-0.5, or just play around with it untill you find something pick-upable, yet heavy enough to be dangerous.

I got to do one quick 5 minute run of the place. Its great. I cant say much about the flow of hidden and iris together, but im eager for a testable version we can put up on the knights server. I think it will work quite well though, everything has been hiddoptimised well. I especially liked finding that one corridor with skylights, when I pounced up into them, I saw you made little vent like openings so the hidden could crawl around to the different skylights.

edit: also the light beams coming down, while the look really fucking sweet, cause the hidden to go fairly visible if hes running through them. I took some screenshots if you want to see them.

brechtos
12th March 2007, 19:52
I know;)
That gives a nice look and compensates for the hidden hiding areas making hte map iris and hidden friendly:D

Zabiela
12th March 2007, 19:57
I know;)
That gives a nice look and compensates for the hidden hiding areas making hte map iris and hidden friendly:D

Yeah, I was thinking it might balance things out anyway. I would give your map a full screenshot walkthrough right now, but I is gotses classes.

Boxy
12th March 2007, 20:33
I'd love to comment on the level but it either has a problem with Beta 5 or Vista or both, as it crashes me back to desktop everytime I try to load it. Are you sure you havent missed an important entity somewhere or have you done something funky?

Shame, it kind of looked promising too...

Zabiela
12th March 2007, 20:40
Try a fresh b4 install box. Map loaded up fine for me.

edit: a fresh install might be more of a pain for you than me on second thought.

Boxy
12th March 2007, 20:58
It should work, all the other cusotm levels (and obv the in build ones) work fine from B4 to B5. I don't know what would cause it to have paddy, but the level definitely has somthing that B5 doesn't like...

brechtos
13th March 2007, 18:15
O dear:s
had the same thing when I loaded adjusted the map for hl².
Have no idea what's causing it.
Have all the right things (info_spectator/hidden spawn/ iris spawns).
:s

Just got a message from someone
It seems that all the things that I compile crash ( even a small room with only spawns (hl²dm)
I'm affraid that I will need to get rid of steam and reinstall all:s

::UPDATE::
something is wrong with my sdk
All maps I compile cannot be loaded by someone else (tested for hl²dm)
reinstalling sdk, hope this works

Cheesey
16th March 2007, 10:38
I hope the best for your exam! *thumbsup*

And I also hope to take this map into the mappack. (sig...) I'm collecting Hidden-Custom-Maps, so everybody can download them easily. So if you don't mind ... :)

brechtos
16th March 2007, 17:16
thx
still trying to fix the problem with the crashes.
I know that the steamupdate from 13/03/07 is the cause, something must have gone wrong while steam etc was updating.
also the vmf seems to be corrupted:s

blackhawk
20th March 2007, 02:11
incredible....did you make those models in the map yourself?

brechtos
20th March 2007, 18:06
Model, what models???:s
Only models are the statues and the trees/ivy (and ofcourse the hidden stuff:rolleyes: )

Exams are next week and my sdk is working again.
The map is on hold for now but I will finish it one day in the near future.
I can't run the compile i posted now either:( .
Had same prob with a map I'm making for an other project.
But that got fixed I got that bsp to work again.
So when exams are over I will fix the map and try to improve the things that were mentioned before.:D

brechtos
1st April 2007, 09:25
HELP

I keep getting a failed to load authenticity library message when i try to run the compiled map:(

Anyone who might know what is causing this??

Paegus
1st April 2007, 10:36
search button --> type error message --> threads!

hint:there's a stickied one with pictars

brechtos
1st April 2007, 12:35
Did that before I posted and no result:(
I'm affraid that all my work on this is going down the drain:(

Paegus
1st April 2007, 13:02
probably because the error is NOT 'authenticity library'

http://img151.imageshack.us/img151/6067/searchusmaximusvg1.png (http://www.imageshack.us)

brechtos
2nd April 2007, 15:49
Found problem
had nothing to do with the library thing.

Daedalus
2nd April 2007, 15:54
probably because the error is NOT 'authenticity library'

Oh my god it's the "SEARCH IT YOU NOOB" pic version number 2!

brechtos
2nd April 2007, 17:13
sigh I feel agression, I'm off cya

Paegus
2nd April 2007, 17:16
lol my 'chop skills are totally evolvering!


Found problem
had nothing to do with the library thing.
so why'd you post...

HELP

I keep getting a failed to load authenticity library message when i try to run the compiled map:(

Anyone who might know what is causing this??
...then?

oh well at least it works now.

Daedalus
2nd April 2007, 17:20
sigh I feel agression, I'm off cya

We still love you! :D

brechtos
4th April 2007, 13:54
http://www.youtube.com/watch?v=tK5vap8ORHA

Paegus
4th April 2007, 14:20
it's a good looking map but for CS:S not H:S i feel.

Boxy
4th April 2007, 15:29
I concur, it does appaear to be quite a tasty map but certain effects such as the light volumes pouring down through the holes in the roof conflict with 617, he becomes dead easy to spot against them. I also found they hammered the swap buffers (depth testing or whatever for a guess) in my latest level so I removed them. A little BSP heavy in some places from the video but by no means a bad level.

How does it play though, thats the big question...

brechtos
4th April 2007, 16:13
should need some testing
I'ts hard to c how hidden friendly/unfriendly it is when you can only run around it on your own.
I compiled the map for hlČ dm, still having some problems with my hidden-source.
Will need to reinstall.

Every area has somthing that the hidden can use to hide from all the fancy light effects and observe his enemy.

Nonetheless I have plans to leave the map as it is (will add noclip and such).
And release it.
Will remove the fog as was mentioned earlier.
Should the vol light be to big of a problem I will remove them.

Will make it a stargate map :)

Paegus
4th April 2007, 21:52
Will make it a stargate map :)

i knew that music was familiar!

brechtos
18th April 2007, 16:05
http://www.mappers-alliance.com/gallery.php?viewimg=18
http://www.mappers-alliance.com/gallery.php?viewimg=19
hidden version will be without that big room on the right hand side

Cheesey
31st May 2007, 18:32
I know it's still not in the mappack, cause I didn't have the time for playing it and stuff...

I just don't want to add a map I didn't play. Is there an update in progress?

And BTW, the downloadlink doesn't work... :(

brechtos
2nd June 2007, 08:19
YOu can find some screenshots here
http://www.mappers-alliance.com/gallery.php?view=2

released the map for css dm/ haven't got time to make it work again for hidden source, will do so when exams are finished so I will still make it for hidden but I'm not shure when:rolleyes:

Cheesey
3rd June 2007, 12:04
a clear and short answere. Thanks, I'll stay tuned... :)

brechtos
18th July 2007, 10:35
Been so bussy lately I kinda forgot all about this.
So I dug up the old fixed vmf and started adding spawns, cameras and removing the stargate stuff:D
Also added some barrels here and there (I know it seems kinda out of place in an ancient tomb/temple setting but who cares.It's just so you at least have something to trow with.)
The map mainly focusses on hidden hiding location from where he can lurk on the Iris, this kind of compensates for the volumetric light.
SHould it be to much of a pain I will remove them.

Hope to start the compile very soon:d

::EDIT::
Download has been added to first post:)

Dr.SharK
21st July 2007, 11:01
I like playing this map at lans :) Nice work.

Cheesey
21st July 2007, 23:28
Cool, I'll download and test it! Thanks...

brechtos
23rd July 2007, 17:16
Any feedback:rolleyes:

slightly ofnote but just wanted to post this somewhere:)
Made my very first model :D
http://img69.imageshack.us/img69/2298/hatakcontainerbt9.th.jpg (http://img69.imageshack.us/my.php?image=hatakcontainerbt9.jpg)

Demented
23rd July 2007, 22:38
Interesting. It looks kind of heavy. But... why is it hovering?

brechtos
24th July 2007, 08:35
I isn't :rolleyes:
just looked at frm wrong angle.
But I would like some feedback on the map:rolleyes:

Cheesey
24th July 2007, 08:58
Sorry, i couldnt find some time for a testwalk yet, but I'm sure, I'll take a walk in the next few days... :)

Nice prop, what exactly is it?

brechtos
24th July 2007, 19:17
[QUOTE=Cheesey;122730
Nice prop, what exactly is it?[/QUOTE]

Some sort of container.It's a prop from stargate sg1 but was more of an experiment to get used to the interfase of the moddeling program and a test to create me own textures starting from a 6*6 pixel reference tile:rolleyes:

Cheesey
25th July 2007, 14:00
Can you throw it? :D

brechtos
25th July 2007, 18:50
I guess i could make it trowable:p

Cheesey
25th July 2007, 21:02
So, just watched your map, which is called hdn_lost_v1 instead of hdn_temple_aplha1. First of all, the music is really great. I was alone with this stupid bot on the map and I was scared... :)

I love the small things you added, I really like those small fontains and those fireplaces - which also hurt you if you are standing on it. That's really nice.

I also like the atmosphere in the temple, its well done...

But I also found some things you should change:

1.) There are places you CAN reach, but you can't. Sounds strange, look at the picture. You CAN reach this platform, but there is an invisible wall, so you can land up there, but you walk against this obviously invisible wall. I would remove the invisible wall, so you can land there if you want...

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_0.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_0.jpg)



2.) The next thing is this little entrance beside the tree. You can look into a room, not reachable for the IRIS, as 617 you CAN get through the hatch, and you are stoped again by an invisible wall. Thats just annoying and not necessary, so I would make the hatch not passable...

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_1.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_1.jpg) http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_2.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_2.jpg)



3.) There is a little bridge where you can fall down and if you do, you will get into the room with the pool in the middle. If you are the hidden, its really hard to get up to the bridge because of these damn margins. I also would remove them, for the gameflow...

http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_3.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_3.jpg)



4.)At last I've found many really good camper-places for the IRIS. I know, they are looking great and stuff, but those holes are perfect camper-places. Even those with the fireplace beneath are easy reachable for IRIS. Therefor I would place a small prop like a vase or something proper into these hollows AND also would do a marine_clip, so there is a reason (the vase or whatever) why the IRIS wont get in there ;)


http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_5.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_5.jpg) http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/th_hdn_lost_v1_4.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_lost_v1/hdn_lost_v1_4.jpg)



5.) I know it sound a bit weird, but the barrels dont really fit in there. It looks like a Egyptian temple, they just dont fit into the story. Maybe you find some other things to throw or you make a new skin for the barrels, like wooden barrels or somethin. Maybe also more throwable objects ;)

All in all a really nice map, keep working, it's worth it :)! It would also be a perfect map for a trap or two....

brechtos
26th July 2007, 13:46
O wow nice list:d with thte pics
I know about those invis wall, but I wanted to do a compile to c how it played.
some anwsers:

1) reason for the clip is that when you stand up straight over there you can c stuff of the map that you aren't supposed to c.
I could try and get a little skybox in there to clear that up but still figuring out on what to place there:rolleyes: .

2)Mysterious thing eye;)
Will close it up with a rock or something but there is a reason for this little
gap area:cool: (::EDIT:: rock added)

3)there is a climable rope +walljump + tree where you can stand on with
some practise:p (::EDIT:: fixed (borders are still there but do not hinder youwhen jumping, you also do not fall trough them))

4)The holes where inteded for hidden and decoration.
for the high ones you need 2 marines but I will place marine clips just to
make sure no evil iris dudes go and camp in there:)
some have vases and the others have dirt or something. (::EDIT:: added marine clip)

5) As I mentioned this I added barrels because they where the only decent
physprops I could find that at least looked a little bit decent in the place
(as i mentioned before).Just learned how to model and create textures so
maybe on day I will be able to get some ancient vase trowables when I
have that modelling and texture thing under control

I know there aren't to many phys items atm but that has been
compensated as much as possible with sneaky hidden areas (more than
you would imagine;)

I will keep in mind your comments as much as possible and I'm really glad you like it.
And if you have found more issues feel free to tell me and that counts for everybody.

O and there is a jimmeh inthere and some other small details :rolleyes:

Cheesey
26th July 2007, 15:12
O wow nice list:d with thte pics
I know about those invis wall, but I wanted to do a compile to c how it played.
some anwsers:

1) reason for the clip is that when you stand up straight over there you can c stuff of the map that you aren't supposed to c.
I could try and get a little skybox in there to clear that up but still figuring out on what to place there:rolleyes: .

Or you just put a reason up there why you cant stand there...




2)Mysterious thing eye;)
Will close it up with a rock or something but there is a reason for this little
gap area:cool:
I'm getting curious... :), you dont have to close it with a rock, just make the marine_clip and hidden_clip so you cant jump through the hole. As 617 I could jump through it, and then there was the invisible wall...





3)there is a climable rope +walljump + tree where you can stand on with
some practise:p
I know, but as hidden noone likes to use a rope when he can pounce... I just think it would be a nice idea for the 617s to remove them, so they can easier and faster get up there...




4)The holes where inteded for hidden and decoration.
for the high ones you need 2 marines but I will place marine clips just to
make sure no evil iris dudes go and camp in there:)
some have vases and the others have dirt or something.
Thats a good idea. Just do marine_clips, then IRIS cant get in there, 617 can. And btw, I could get in all of the holes on the pics without help, second IRIS or noclip. Its possible... (or you ment other higher holes...)




5) As I mentioned this I added barrels because they where the only decent
physprops I could find that at least looked a little bit decent in the place
(as i mentioned before).Just learned how to model and create textures so
maybe on day I will be able to get some ancient vase trowables when I
have that modelling and texture thing under control
I know, I just mentioned it again, it was no hard criticism at all ;) I just wanted to agree with you ...





I know there aren't to many phys items atm but that has been
compensated as much as possible with sneaky hidden areas (more than
you would imagine;)

I will keep in mind your comments as much as possible and I'm really glad you like it.
And if you have found more issues feel free to tell me and that counts for everybody.

O and there is a jimmeh inthere and some other small details :rolleyes:

Hehe... I didnt look for jimmey yet, but I will when I have some more time. Ive found some of those sneaky ways for the hidden, really nice. It could be a nice map too. I'll take it to the next LAN to test it ;)

Thanks, and keep it up! :)

brechtos
26th July 2007, 16:07
1,2,3 and 4 should be fixed...Should:rolleyes:

1: made a small sandy patch that blocks the view and added some ivy to cover the hole

brechtos
29th August 2007, 17:54
Going to do a new compile tomorrow
SO if you have found other issues now's the time to tell me:D

Cheesey
29th August 2007, 20:38
Nothing more from me now... we'll see...
anybody else?

brechtos
30th August 2007, 18:21
http://files-upload.com/files/470581/hdn_lost_v2.rar

this link will only be active for 2 weeks:(
So if someone could upload it somewhere more permanent I would be so happy:rolleyes:
Thx

Dr.SharK
30th August 2007, 19:41
Rapidshare. Everyone loves rapidshare. :)

Cheesey
1st September 2007, 06:09
I dont like it, but yeah, it's a choice, but there are many other sites you can put it on... Just like files-upload.com (Its about 3month or something, I have to renew it this week...)

brechtos
1st September 2007, 09:49
Will do rapidhare as i have a acces to a premium account:rolleyes:

Cheesey
1st September 2007, 19:14
Thats a point ;) I'll hook it up on another, maybe fileshare or something...

The solution for the upper window is nice, the sand dunes are cool ;)

As far as I could see you did quite well. But I couldnt take a closer look on the map again. Its about to test it now...

SilverSquirrl
5th December 2007, 09:21
If you are interested, I can give you a spot to host all of your files. Just pm me.

Cheesey
5th December 2007, 12:51
Thank you, thats nice! But I'm fine now. I uploaded it on Filefront and it's working quite well atm. If I need another hoster or something else, I'll quote you ;) Thanks!