My final HL/CS map (pics) ;)

2d-chris

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Hey all, well it's been a fun year in development but all projects must come to an end, dam was put to an end by a computer error which led to me losing the RMF

That means no more updates are possible :( but.. lucky for me this version was saved by a friend so at least the map can be released.
Im happy the way this turned out, one small bug i noticed but i can't do anything about it now.

r_speeds hold under 1000 in the main areas, a few peaks at 1100 in some minor areas.

Pictures follow (sorry 56k users)

dam1.jpg


dam2.jpg


dam3.jpg


dam4.jpg


dam5.jpg


dam6.jpg


dam7.jpg


dam8.jpg


dam9.jpg


dam10.jpg


The release is held antill de_gower is finished very soon.

I would like to thank everybody that helped, from testers to texture artists.
Thanks to Daano for the awesome sky and crackerjack for hosting the pics.

Speacial thanks go to Ginsenavenger, Nay, Blazeeer, Minotaure and 3d-mike.
 
Thats a HL1 map??

f*** that looks nice!

might even install HL again just to play it :D

great work, be fun to see what you pull out of your hat with Source.
 
Whoa! :eek:

This has to be the best HL map I've ever seen. (aside from some Natural-Selection ones) It has a style of it's own.

Can't wait to play it.
 
Fenric said:
Thats a HL1 map??

f*** that looks nice!

might even install HL again just to play it :D

great work, be fun to see what you pull out of your hat with Source.
I concour. Brillient :)

Btw, how do you keep r_speeds so low with so much geometry, I have trouble keeping them down sometimes :eek:
 
Btw, how do you keep r_speeds so low with so much geometry, I have trouble keeping them down sometimes

n00b :)
 
Bet you say that to all the ladies badger :p


I love this map, the textures really bring it forward as somewhat of a contender with more modern games. They layout of the thing is great to, like was said before it really is its own style.
 
Yeah, thats a very nice map. When can we expect to see a DL?
 
nice man, very crisp texturing work


but you should post with r_speeds/developer on
 
Meh its not too bad....You can see its quite well constructed and i dont think he was lying about the 1000 R speeds. If he had said the apparently perfect 800 then i would be doubtful.


I say apparently because for most computers, 1200 is quite alright...although there is a limit whcih even the best computers cant handle and that limit seems to be quite low. I guess that Hl just wasnt built for computers 6 years its junior :)
 
ComradeBadger said:
I've had r_speeds as high as 3600 ;(

Ouch, that would kill off so many computers..... :x

Amazing work 2d-chris.

Can't wait to walk through it. :sniper:
 
hehe, thanks for the comments all. My pc can handel 10,000 w_poly without dropping under 60 fps. Bear in mind that isnt including the e_poly (fps killer)

I found the env_snow (cs 1.6 snow effect) takes off on average 30 fps from the level. If you have a minimum spec hl2 pc, this map will run like a dream.

Thanks

-chris
 
most mods have an 800 r_speed max,, it's about catering to the lower end user base,,
 
That's a hawt map.
The best part, IMO is the cars. They're the most realistic I've seen in a HL1 mod.
The architecture is brilliant as well. It's a very plausible, but also exceptional design.
 
Never seen anything go up to 10,000 w_poly.....
 
Did you ever see that contest to make the most detailed HL maps possible (with no limit to the r_speeds or framerate requirements)? The results looked amazing but they were totally unplayable, obviously. I've been trying to find the screenshots for quite some time now...
 
Hmmm.. if anyone can find a link, can they post it here...
 
Shinobi said:
most mods have an 800 r_speed max,, it's about catering to the lower end user base,,

The thing is, a lot of people do now have better computers than when hl was released. Not only that, its harsh to say this, but they have to upgrade sooner or later or it just can't be helped that they get left behind. A lot of quality maps that are churned out nowadays are over the 800 limit simply because they look quite bland bellow that number. You can't hold everyone back for the few that can not or will not upgrade. There has to be a point where they get left behind.
 
a lot of the maps these days only go over 800 but only in certain places,,


and it's not only that,, the HL engine itself chokes up after about 1500 polies,, if you were to take another engine (say source) and render the same map (textures and all), the HL engine would run it slower

one of the reasons HL is still played so much is its accessability


remember, the original CS map limit was 250 r_speeds....
 
Yes i did mention before that there is a limit...It still has high accesability at 1000. Most computers can handle it nowdays.

This is really a fruitless little debate going on here.

The fact that the original limit for CS maps was 250 just shows how much computers have come forward. Im sure there arent many people with systems anymore that can only handle about 300.
 
Hey 2d-chris, I am wondering if you could help me with a map I made. Basically i'd like to recude r-speeds and compile time. It took me 18 days to compile the map so I'd like to improve it before I could make the final compile. Can I send it to you? Or do you have usefull tips for me? Do you use hint brushes?
 
18 days :O some general tips to keeping r_speeds under control

1) make sure you don't have long draw distances with detail

2) If you are making a large outside area, start scaling your textures to 2, 3 and
even 4 if it look's ok.

3) The top of buildings or small objects like lamps add the "null" texture to it, this
stops the engine from doing any kind of in game rendering of where the 'null"
texture is placed

4) VIS blocking, where r_speeds are high, try adding large objects in the way. This can
help r_speeds if done correctly

5) Any detailed brushes touching the floor will increase r_speeds quite allot. THings like
pipes are the worse. Simply make sure they are not touching the floor, leave a 1
unit gap etc.

6) To redude compile times try changing your lighting to pure white (255,255,255) this
will cut RAD time down one hell of allot.

7) Make sure you keep your brushwork as neat as possible, so don't let your brushes
go inside eachother.

8) Make sure you add a correct skybox, so no giant box around all your level ;)

9) hints, stay away from these. My "hints" are done in my head ;)

Allot of r_speed control is down to experiance, knowing what you can make before
you reach the max. If your really getting stuck, do remakes of popular cs maps antill you get the idea of detail levels etc.

Thanks

-chris
 
Please make maps for counterstrike 2 when it comes out. Your good!

OH YA!!! :bounce: :bounce:
 
Well, thanks for those tips but unfortunatly I think I cannot optimize it much more without changing the layout of the map completly. There is a big open space but I kind of need it. I scaled the textures as much as I could on surfaces that are big like rocks but I had to scale it very small on alot of surfaces because I wanted to have very detailed textures (wich I have). I have applied the clip trick almost everywhere in the map (and it worked very well) but it doesn't help to reduce the r_speeds. And finally I let a unit gap between the floor and other stuff... Oh and I didn't make a newb brush (big skybox) :)

I don't know what I can do, I guess i'll have to redo some parts of the map to make it less open spaced...

Thanks anyway :)
 
Rofl, hehe. I'm imagining that map in HL2. Just... The new detail avavible to add that you've somehow already managed to get into HL1 in some sneaky way. ... I just... I want this in HL2, I don't care for what game!
 
i used 8mb of texture mem, the max with zhlt. 1 x 512x512 but mostly 128x128.
I didnt make the textures, thats why i said special thanks to Ginsenavenger and Blazeeer, i forgot to thank TDK but nvm :)
ofcourse i asked before using them.

on another note, i plan to make a source version of this map for CS2, "if" i can get the right textures. Which ive very sure i can, even if some people i know have to make them for me ^^

if you think the dam in unreal 2 looked good, you just wait ;)
 
The time has come, the release is Thursday night, Nay and i are releasing de_dam cs_pipeline and version 3 of our mapping website...

Soon as the links are avalible i will post here :)
 
Amazing looking maps. The dam just looks awe-inspiring.
 
I like those pics, haven't actually played yet. But it looks real awesome and will download soon. :cheers:
 
wow... thats awesome!

speaking of r_speeds, i haven't made a map yet that ive gotten to over 600 w_polys...
(only like 3 maps that i've done, cuz they kill my FPS, and i don't know why... i can play de_dust2 at 72 fps, but i get like... 10 on the ones i make, and thats without leaks...) and its not e_polys either, they are at like... 10... what could it be? (my first post btw.. :D)
 
EnJoi! said:
wow... thats awesome!

speaking of r_speeds, i haven't made a map yet that ive gotten to over 600 w_polys...
(only like 3 maps that i've done, cuz they kill my FPS, and i don't know why... i can play de_dust2 at 72 fps, but i get like... 10 on the ones i make, and thats without leaks...) and its not e_polys either, they are at like... 10... what could it be? (my first post btw.. :D)

Humm.. you sure you are running vis/rad right? I had a scene of 400 polys today going 25 frames because RAD threw a MAX_PATCHES error (I wanted some smoother light and used a low chop without sparse on a huge outdoor map - whole grid :) )

Back on topic...Awesome maps. The Dam is very nice.. what sort of polycount is in that shot? And how the hell have you got that reflection there? Is it the flipped geometry and fake floor technique?....
 
FragBait0 said:
Humm.. you sure you are running vis/rad right? I had a scene of 400 polys today going 25 frames because RAD threw a MAX_PATCHES error (I wanted some smoother light and used a low chop without sparse on a huge outdoor map - whole grid :) )

hm.... how would i know? :(

FragBait0 said:
Back on topic...Awesome maps. The Dam is very nice.. what sort of polycount is in that shot? And how the hell have you got that reflection there? Is it the flipped geometry and fake floor technique?....

yah, i played them some on LAN, and my friends all were like... "wow, these are cool!" :naughty:

haha
 
Anyone made any waypoints for either of these 2 maps yet?
 
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