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lcpuche
10th June 2007, 18:33
here is a map im currently working at as i am still learning proper mapping :)
the storyline is that an warehouse is found and an person is found dead.
tell me any ideas that might help. download coming now
http://files.filefront.com/Hdn+storagezip/;8285216;;/fileinfo.html

DONE FINISHED!

-Silєηt-
10th June 2007, 22:43
well as the screenshot shows,it looks like really easy to kill hidden from across the map..i would make some more stuff in the middle or have some rooms..and mabyer a catwalk through it like hdn_sewers..but overall it looks fun...

at spawn you should enter from a room and see the dead iris like hanging or all bloody on the wall ( to fit your storyline);)

lcpuche
11th June 2007, 00:04
well as the screenshot shows,it looks like really easy to kill hidden from across the map..i would make some more stuff in the middle or have some rooms..and mabyer a catwalk through it like hdn_sewers..but overall it looks fun...

at spawn you should enter from a room and see the dead iris like hanging or all bloody on the wall ( to fit your storyline);)

there is a torn apart iris on one of the rooms
and im working on it i need to make it look like a really crowded warehouse

Cheesey
11th June 2007, 16:31
It looks rather small and really open. There have to be some more things, like the mentioned catwalk some stacks or something like that. Maybe some vents for 617 or some crate ways....

Nice idea, keep on working...

Isolation
11th June 2007, 19:07
Uh... well, I guess I can't complain too much about the whole "hanging crate" dealy, as I 'borrowed' it from someone else... the map story sounds familiar though :rolleyes: .

Regardless, I'd like to see some more soon.

Demented
11th June 2007, 19:36
If only you people would be more creative than making warehouses, maybe we wouldn't have this problem!
(My first map was a warehouse. It was also small, a CS map, and, very intently, I never released it.)

It's practically a tradition, you know.

You should consider dividing the warehouse with a wall of some sort... At least some penance for optimization, especially if you're making it more crowded.

lcpuche
13th June 2007, 15:12
download ready :D post me comments
http://dodownload.filefront.com/7772836//e51e62c329dd2c668a1686f1276fd1d65a319df004cb861601 864b39fc2ffd2b030eda32245948bd

Isolation
13th June 2007, 20:01
Taking a look now, but I already caught one thing: there already is an "hdn_warehouse". Name change is in order.

EDIT: Okay, two glaring problems. The first is that your ceiling struts are just redundant. If this was a real warehouse, they would not allow the electromagnet to move at all. Kinda hard to move crates/containers around if it can't move up and down the track. Second, the underground/sewer area is way too dark. Add a couple dim lights and that will be fine.

Cheesey
13th July 2007, 10:34
Is the work on this map still in progress?

lcpuche
13th July 2007, 22:21
yea im trying to make the struts better, but i havent had success. prehaps i should take away the falling crate altogether .
edit: the magnet is a static storage system

Cheesey
14th July 2007, 17:05
If there is a new version to take a look on it, tell me please ;)

lcpuche
27th July 2007, 18:30
Added new link to new file :D
http://files.filefront.com/hdn+warehouse+wip+2zip/;8161062;;/fileinfo.html

i have 2 problems:
anyone can help me?
-the wire does not go back in its place
- it says in the compile log "run biuldcubemaps in the engine"

brechtos
27th July 2007, 18:57
anyone can help me?
-the wire does not go back in its place
- it says in the compile log "run biuldcubemaps in the engine"

More info on the wire thing pls.
As for the cubemaps.
Just run the game with console do "sv_cheats 1" followed by "build cubemaps".
Then shut down hidden ,restart and load the map.

Cheesey
27th July 2007, 19:52
Thank you for the new version and not giving up working :)!

I just downloaded it, try to take a look today or this weekend...

lcpuche
27th July 2007, 23:04
More info on the wire thing pls.
As for the cubemaps.
Just run the game with console do "sv_cheats 1" followed by "build cubemaps".
Then shut down hidden ,restart and load the map.


the rope is a move_rope
ended with a keyframe_rope
thanks for the cubemaps help :D

thanks for the support cheesey :)

Cheesey
28th July 2007, 08:49
Okay, have some things, but as the work is still in progress, you might be working on it already, so nevermind if I mention something you're already fixing....

1.) When you entering the hall from the IRIS spawn, there is a room on the right where a dead body with a cellphone, a gun and the xbox is inside. There are stairs and at the end there is just darkness. It's far too dark there, you almost cant see the door - you cant open...
You should be able to see the door and to open it IMO.

2.) In the hall there is a bunch of explosive barrels. Might be too many, if an IRIS shoots them, it will lag for a few moments, cause they are all on a bunch...

3.) The lights in the hall are strange, there are huge containers, almost black aswell, and right beside there is a very bright wooden crate and another bright red container.... looks weird.

4.) The sewers are far too dark. Even for the hidden...

But I liked what you've done to the map. Although its a bit small it could be fun. There should be another room or so maybe, so not all IRIS are waiting in the big hall for their dead... ;)

brechtos
28th July 2007, 17:23
the rope is a move_rope
ended with a keyframe_rope
thanks for the cubemaps help :D

thanks for the support cheesey :)

Ok
-the move_rope is the start of the rope
to keep it easy name it rope 1 for example
-look for "Next KeyFrame" in the properties and type in rope 2 (this tells
where the rope will go to)
- add a keyframe_rope and name it rope 1
- again look for "Next KeyFrame " and type rope2
repeat this proces untill you have everything you need.
(an easy way to do this quickly is by holding shift and then move the keyframe_rope. THis will duplicate the entity and automaticly adjust its name and next keyframe according to the original keyframe rope.)

-If you want to loop you can just make the "Next KeyFrame" from the last keyframe_rope "rope1" (if this doesnt work create a keyframe_rope in the position of the move_rope.

Here is also a nice tut that explains this proces:

http://forum.interlopers.net/viewtopic.php?t=1822

Hope this helpes;)

lcpuche
30th July 2007, 19:26
yup it did, thanks

Updated the map make sure you guys download the New one

http://files.filefront.com/Hdn+warehouse+3zip/;8184546;;/fileinfo.html

is there an hdn_storage? if there isn't I will name my map this

Cheesey
3rd August 2007, 14:42
As far as I know: no. But there actually is a map called hdn_warehouse8e, so I would rename the map. It just came to my mind ;)

Thanks for your message, just downloaded the map, I'll post another message later this evening...

Edith writes: Nice, the light over the door and the noise is well done. Now you see the door and you hear, it's locked. But I still would place a real door you CAN open. But it's your decision...

The sewers are actually perfect. They are so damn dark, you can't see anything without the goggles, and down there its really nice to have them. It's a bit dark for 617, but at least a reason for taking the goggles instead of the lam....

I still would make the bunches of explosive-barrels smaller. If an IRIS shoots at them, the server might crash or lag or something bad. Maybe just 3 barrels together or not as close as they are yet.

What about the big crate on the ceiling? Will it be fall-able? ;)

The lights in the hall are still strange. As you can see on the picture, the one red crate is really bright and shiny, but the others I'm standing on are unrealistic dark. Also the wooden crates on the floor are brighter. It looks weird...
http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/th_hdn_warehouse0000.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/hdn_warehouse0000.jpg)

I also have found jimmeh :), wasnt really hard, but nice place...

lcpuche
3rd August 2007, 16:51
well the crate does fall.
if you press use on the magnet

and i keep the door locked and sewers dark to avoid iris from being there too long

i will post an update as soon as i fix the lights thing.

thanks for helping :)

Cheesey
4th August 2007, 07:05
Hmmm, okay, have to try it again, last time I couldnt drop the crate...

The sewers are really well done. One of the few maps, where you have to use the goggles to see something. But 617 has also to be careful. They are narrow, so they might get a spray-target ;)

Nice map. :) Thanks for letting me help you...

lcpuche
4th August 2007, 16:37
Thanks for letting me help you...

What! you don't thank me i thank you :D

oh yea i think this is it probably the last version (if no mistakes are found)

updated:

http://files.filefront.com/hdn+warehouse+wip+4zip/;8227302;;/fileinfo.html

Cheesey
4th August 2007, 23:49
Okay, I'll have a walk on it, but not now, maybe in a few days...
If I/we recognize something you should change, I'll tell you. There is a lan in 2 weeks where I am, so maybe we can test your map out ;)

Thank you for mapping :)

brechtos
8th August 2007, 17:14
I wish there was a lan at my place:'(
Be shure to tell me how hdn_lost_v1 played :)

Cheesey
8th August 2007, 19:07
No lans in your near?

Hope we'll play all these maps. Don't know how many people how long wanna play, I'll look ;)

lcpuche
8th August 2007, 23:03
Changed story, name and fixed sewers HUGE hole on the wall :)

http://files.filefront.com/hdn+warehouse+number34zip/;8263373;;/fileinfo.html

maps new name is Hdn_warehouse_number34

yea and erased all the old stuff

Cheesey
9th August 2007, 19:04
Hi, just visited the map again, I'm sorry, but I found another things you could change ;) :

1.) In the warehouse are many barrels and some chairs too (I think they are in the warehouse left on the back if you look from IRIS-spawn. But you cant grab the chairs as 617 - but you should be able to hold them, they seem lighter than the barrels ;)

2.) The weird lightning of the big red crates is still there:
http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/th_hdn_warehouse0000.jpg

3.)I also found another place where the lights look weird:
http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/th_hdn_warehouse_number340001.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/hdn_warehouse_number340001.jpg)

4.)And down in the sewers there is a wall, where some light seems to get through the wall. Also seems pretty strange (If you go down the ladder from the IRIS spawn and look in direction of the ladder, you have to go right, right again - in the middle of the way...):
http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/th_hdn_warehouse_number340000.jpg (http://i127.photobucket.com/albums/p151/cheesey_fighter/Hidden-Source/hdn_warehouse/hdn_warehouse_number340000.jpg)

5.) There is this room with the generators you can enter now. I'd place the body - that's "sitting" there - in the vent above, and just leave blood-traces where the body is now. So if the hidden likes to scare a bit, he can drop the body out from the vent... I bet this looks freaking scaring!

6.) It's nice, you changed the mapname, but try a shorter one. What about hdn_storage, or hdn_bighall or something short, hdn_warehouse_number34 is rather long... ;)

7.) Hey, thank you for mentioning me in the readme :)! (But take another look on it, there are some spelling mistakes in there: e.g. rumors, abandoned, etc. ;) )

I also managed to drop the crate, nice ;)

Which hole did you mean?

lcpuche
11th August 2007, 13:21
http://files.filefront.com/Hdn+storagezip/;8285216;;/fileinfo.html

those should be fixed now

and re re renamed the map to hdn_storage :)

there was a big hole in the sewers but too late to see it aha!

Cheesey
18th August 2007, 06:54
Nice job, the lights doesnt look that odd anymore and also some things are nicer...

but - im afraid to write it - now the sewers are far to bright.... as they were before it was perfect...

lcpuche
18th August 2007, 16:44
i did not change anything about the sewers. your eyes adapted to them ;)

Cheesey
18th August 2007, 20:29
no, defenitely not! But I think it has to do with the brighter light in general. I don't know much about mapping, but it seems you turned the brightness of the whole map higher. So its brighter in the storage, and also brighter in the sewers. The sewers have been perfect with the darkness they had before...

Maybe you can get them as dark as they were...

Demented
18th August 2007, 21:21
Maybe you upped your own brightness/gamma.

Cheesey
19th August 2007, 06:49
to 100%: no ;)

lcpuche
21st August 2007, 20:25
and I'm sure i haven't change anything about the lights to fix the shiny box i had to put a light blocker and a very dim light behind it

Cheesey
23rd August 2007, 14:32
ok, thats really odd! Have you took a walk on your final version of the map? Compare the 2 versions of the sewers and tell me if the one is brighter than the other... maybe we'll find the problem this way...