View Full Version : Fluffy's Return to the Forums...

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10th April 2007, 20:25
Hey guys, I know it's been a while but I'm back to the forums. I took a little break from mapping for source these last few months when I started having issues with my GPU Fan and Power supply, but now that all of my issues are fixed I'm back. I spent most of that time running hammer 3.4 so I made a lot of CS 1.6 maps and such and it gave me a huge understanding for how to map for hidden at the same time, so I'm back doing what I love doing the most. Anyways, since I've been gone I've recently decided to start mapping again from scratch, I'm not picking up any of my old projects. Unfortunately that means taht I'm also scrapping Hex_Pandora at the same time. It's pretty close to being done, it's just missing much of the crucial entity scripting. I'm pretty sure that I'm going to try to find one of you fellow mappers who knows what they're doing to pick up where I left off, but for now it's just sitting on my hard drive collecting dust.

Anyway, with that out of the way... Onto the good news. For the last few weeks I've been working on a new map, and I'd kind of like to start introducing it to the forums and the community early. It's being built and compiled under the B5 updates, so I'm not going to release any beta versions to the community, but I'll be keeping up with it much like Boxy had with Decay and the dev shots. So far it's looking pretty good, but the screenshots dont exactly do justice for the environment itself. The map itself is quite tall and so the screenshots will only get a few small sections of the beauty in the detail. To get a good view of it all you'll really need a 3D view of the world itself. So here it is, a few screenshots of the current project based on a 1900's style Power plant: sdk_balimaur

http://img119.imageshack.us/img119/541/sdkbalimaur0007kt7.th.jpg (http://img119.imageshack.us/my.php?image=sdkbalimaur0007kt7.jpg)http://img247.imageshack.us/img247/7522/sdkbalimaur0008qk2.th.jpg (http://img247.imageshack.us/my.php?image=sdkbalimaur0008qk2.jpg)http://img74.imageshack.us/img74/8983/sdkbalimaur0009bh9.th.jpg (http://img74.imageshack.us/my.php?image=sdkbalimaur0009bh9.jpg)http://img247.imageshack.us/img247/1250/sdkbalimaur0010hw5.th.jpg (http://img247.imageshack.us/my.php?image=sdkbalimaur0010hw5.jpg)http://img411.imageshack.us/img411/9940/sdkbalimaur0011fn6.th.jpg (http://img411.imageshack.us/my.php?image=sdkbalimaur0011fn6.jpg)http://img411.imageshack.us/img411/6259/sdkbalimaur0005fn7.th.jpg (http://img411.imageshack.us/my.php?image=sdkbalimaur0005fn7.jpg)

10th April 2007, 20:52
Although it's clearly early in development, it appears to be a bit of a looker, even with a lack of model detailing at the moment. I haven't had a chance to take an indepth look at the version you sent me but I will do my son. thumbs up...

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10th April 2007, 21:23
The version that I sent you is much more basic than what I sent you. It was compiled one day earlier than the version that I've posted screenies to here. *it's only like half the map that i've got currently. I've pretty much already got all of the rooms done, next is brush and basic model detail*

10th April 2007, 21:47
The version that I sent you is much more basic than what I sent you.
Ehh... riiight

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10th April 2007, 21:52
oops... can you say logical reasoning? what i meant to say was the version that i sent you is much more basic than the version that you see here...

I should use confusion more often... :)

10th April 2007, 23:59
Mighty tasty lookin'.

11th April 2007, 00:52
The architecture in wireframe is sexy.
The rest... needs to be seen on full settings at 1600x1200. 2048x1536 would be optimal, but you'd need one of the better monitors for that... unless they made a pixel doubling feature that was actually worth using.

(Why would I ever want 1600x1200 with pixel doubling when I can do 800x600 w/o pixel doubling for the same screen?)

11th April 2007, 01:32
Welcome back man it's been a while.

The map looks like it's off to a great start! The wireframe shot and the top view give a decent feel of the layout. Good work :cool:

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11th April 2007, 03:45
I figured that you'd all like that wireframe... BTW, this is day 3 of the project. I'll hopefully have something together here soon for some of you to help me test out soon. Give me about a week and everything should be ready and I should have most of the phys props in as well. Hope you guys enjoy all the screenies, it took me 4 hours to compile that one *accidentally checked the HDR box...* :o

11th April 2007, 05:31
Thats fucking hawt. Finish it, and release this piece of art. Or you could not and then I'd have to kill you and wear your flesh to finish it in your name.
Your choice :D

11th April 2007, 05:38
Lookin' sexy, oh yes. Hidden always need more maps, yes!

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11th April 2007, 20:54
Thats fucking hawt. Finish it, and release this piece of art. Or you could not and then I'd have to kill you and wear your flesh to finish it in your name.
Your choice :D

Option 2 sounds a little kinky... you might want see a psychiatrist about your sexual regression or something...

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12th April 2007, 23:23
Okay guys, so I'm working a lot faster on this map than I had ever expected. It's currently about Day 4 or 5 (lost track) and it looks like I may recruit a couple of you mappers for some help with a playtest. So far I have pretty much the whole map layed out and a few phys props added in and some cool detail to help out. I'm still debating between adding in hex objectives or not so I'll have to determine what I'm going to do after finishing the playtest. Leave a post here if you're a hiddenite and want to help out ;)

13th April 2007, 15:38
If you sort it out and get it done in time we can hammer it out on Sunday along with the rest of the tweaks and changes in the build. Make it so Number Two...

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13th April 2007, 16:13
Oh it's gonna be in the first stage of playtesting by sunday. I'll be sure of that! :D

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13th April 2007, 22:39
Well guys, I figured it was about time for a little update on the added rooms and features of the map as of Day 6. So far, I've got IRIS spawn available, and I have a little trick similar to Isolation's Hidden Decoy.

Iris Spawn:
http://img487.imageshack.us/img487/3338/sdkbalimaur0000xi9.th.jpg (http://img487.imageshack.us/my.php?image=sdkbalimaur0000xi9.jpg)

Camera Angles:
http://img338.imageshack.us/img338/209/sdkbalimaur0003xg0.th.jpg (http://img338.imageshack.us/my.php?image=sdkbalimaur0003xg0.jpg)

This here is a temporary Hidden Decoy that is activated by picking up this propane tank. By picking it up the hidden "Opens the valve" and lets the propane leak into the air. The tank then will shoot out propane for anywhere between 40 and 60 seconds. During that time, the propane tank will make a hissing sound and will explode if shot at, making it the perfect thing to leave waiting around the corner for an ususpecting IRIS member.

Active Decoy:
http://img252.imageshack.us/img252/7678/sdkbalimaur0005gb0.th.jpg (http://img252.imageshack.us/my.php?image=sdkbalimaur0005gb0.jpg)

Depleted Decoy:
http://img86.imageshack.us/img86/9621/sdkbalimaur0009br1.th.jpg (http://img86.imageshack.us/my.php?image=sdkbalimaur0009br1.jpg)

Hiding the Decoy:
http://img341.imageshack.us/img341/8867/sdkbalimaur0007yz2.th.jpg (http://img341.imageshack.us/my.php?image=sdkbalimaur0007yz2.jpg)http://img341.imageshack.us/img341/5706/sdkbalimaur0008ms4.th.jpg (http://img341.imageshack.us/my.php?image=sdkbalimaur0008ms4.jpg)

The only downfall to the decoy in this map is that IRIS can also activate it by pushing 'E' while facing the tank. It will still act as normal, but it makes it so that the Hidden cannot activate the decoy himself, so he has much less time to work with it. This evenly ballances the effects of Decoys and makes it a level playing ground for both teams...

14th April 2007, 15:47
It's always good when someone takes your idea and actually does something to elevate it :D

I'll be getting back into the groove here, soon (mapping and otherwise)... I hope. So I'll be able to help test and whatnot.

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14th April 2007, 16:33
Well the good news is that hopefully (according to boxy) it will be put into the next update. I finished compiling it today and sent him a copy for tomorrow when everyone else should get it and everyone can post any bugs/issues in the subscribers thread of the forum for me to fix later.

BTW, when I finally fix the fact that the propane tank isnt making the sounds I'm pretty sure you'll like the little concept. For now it just activates the env_steam, but I know what I need to do to make it esploade :)

31st May 2007, 18:30
Hey fluffy, whats up with this nice peace of map? Still workin on it or will it even be in the next update?