dm_airraid_v2

A Map for Half-Life 2: Deathmatch

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version 2.
  • texture fixes
  • not so fucking dark
  • smoother level flow
  • lighting changes
  • barrels/ boxes respawn
thank you to user: AlcyToronto
creamus avatar
creamus Offline
Member Joined 11mo
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creamus
10mo
This is the beta version of my map dm_airraid. a close encounter map with just the right amount of spooky. Tell me what you think!



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  • 10mo
    creamus avatar
    creamus Offline
    Member Joined 11mo
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    Thanks man, i owe you a bunch!
    Bananite
  • 10mo
    AlcyToronto avatar
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    Everything's alright now.  The time spent to improve own skill is never wasted.... ;)
    Keep it up!
    fair-player and mapper
  • 10mo
    creamus avatar
    creamus Offline
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    alright man, i tried to fix everything you suggested and then some stuff i found. this is actually like the 5th version but im just going to put v2. see how you like it, too much time sunk into a map i made for me and my buds haha
    Bananite
  • 10mo
    AlcyToronto avatar
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    Even a 1 unit gap is enaugh to block the player. You can try to move the rail internally, put the clip brush (same height of rails) perfectly lined to the wall, and eventually set the rails props collision "not solid". To avoid physics passing through the rail bars, you may even add another clip brush, same shape of the bars, an turn it to func_clip_vphysic.

    fair-player and mapper
  • 10mo
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    creamus Offline
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    Ah yes. the shinning glow nonsense was fixed is what I mean to say. I added a few more cube maps and reflections seem to be better. I trashed the yellow metal texture and went with the white brick. adds a little different atmosphere but in my opinion looks better without the weird reflections. fixing everything I can. though I tried the clip brush. while movement is smoother on the model, I'm still getting stuck at the beginning of the rail. if I can't figue out a proper brush setup I'm just going to extend the wall so I don't get stuck at all, but widen the hallway
    Bananite
  • 10mo
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    As I told you, I've built cubemaps and I don't see any shining object. I cannot know how many cubemaps you placed, and where, but if there is at least a cubemap in the center of each room with glass windows, it should be ok.
    fair-player and mapper
  • 10mo
    creamus avatar
    creamus Offline
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    earlier today i noticed some of the nasty reflections and such and was working on aligning the textures properly. The map is fully playable, i released it before its down to see if like the design was fine before i put too much polish on a piece of shit you know? Do i need more env_cubemap's? also thanks for texture alignment trick, i was doing it manually today and it was a pain.
    Bananite
  • 10mo
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    No problem, mate, I'm always glad to help new mappers for the little I can do.
    I've built cubemaps in your map and I don't see glowing objects, just got reflections on glass windows, reflective props and crossbow scope.
    Look at your second screenshot: the metal prop in the wall is casting an ugly dark shadow. It's not your fault, it's a problem of that model, but you can solve it disabling shadows in the prop properties. The yellow metal wall is misaligned between the windows. To correct you must, in texture application mode, left click the first face, then right click the near face keeping Alt pressed.  Are small details, probably most of players don't notice it, but we are mappers, and it's good to learn how to use the Hammer's functions.
    There's some light spot in the wall and in the ceiling, with no light prop. Should be better to add them.

    Cheers.

    fair-player and mapper
  • 10mo
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    creamus Offline
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    @AlcyToronto firstly,i want to appologize, i remember typing out my response on my other map, but i guess i never posted it. Thank you for your input its deffinetly helped me alot. You are a legend. I tried to take in what you said and fix what i could.

    Secondly, thanks for the tip on the barrels, for the life of me couldnt figure that out. Ill be adding your suggestions in now. But one thats important is, i did do the cubemap thing, because all the objects were glowing white at one point, so thats why i had to add the cubemaps, but what is it thats missing? lighting and reflections is a bit rough to learn. I fully appreciate all you've done, and any future help you may provide, i dont have much the way of testers so everything is fully appreciated.

    Thank you again.
    Bananite
  • 10mo
    AlcyToronto avatar
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    Good layout, texturing and details. But something to correct again:
    1. the respawnable props (explosive barrels) must be placed about 4 units over the floor, and 4 units far from the walls, otherwise they cannot respawn;
    2. the metal rail over the RPG area is blocking a player running close to it. It's a good thing to add a clip plane (a simple brush with "clip" texture) slightly larger, to get a better flow;
    3. you must create reflections on reflective brushes and models, typing buildcubemaps in game, before release the map;
    4. as I told you about your previous map, stair steps must be turned to func_detail, to get better optimization and to reduce the compiling time;
    5. last but not least (about your previuos map): if someone spends his time checking your work and suggesting solutions, should be fair to spend one minute to post a reply,.. ;)
    Cheers.
    fair-player and mapper

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Textures
Default
Size
Small
Environment
Time of Day
Nighttime
Season
Fall
Zone
Industrial
Structure
Alley

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10
Views
1,082
Downloads
181
Date Added
10mo
Date Modified
10mo
Date Updated
10mo

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