nice curvy terrain (hl1 style)

Dan

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Well since HL2 isn't out I've done all my mapping in HL1. And I was reading that old post about terrain, so I thought I'd show off some of my nicer curvy natural environment creations:

At first I started with the triangle method that most of you already know, this is still useful for some situations, but now I also just use some complex vertex manipulations. For the islands I did it in stratefied layers mostly. For the canyon planet I had a combination of triangle terrain ground, and big chunky vertex manipulations for canyon walls. (The map was pretty but the gameplay on it ended up sucking big time)
bases0085.jpg

the above one is from a long time ago
islands120001.jpg

islands120002.jpg

ns_distantbeta20002.jpg

ns_distantbeta20004.jpg
 
LoL good one Romeo ;) im planning on posting something hl2'ish but i cant figure out what...
 
Are you guys really that stupid or do you think that doing this is "cool?"

Pah, pathetic.
 
ComradeBadger said:
Post anything from the beta and suffer terribly :)

In other words "feel my wrath bwuahaha."
 
ComradeBadger said:
Post anything from the beta and suffer terribly :)

How will you know if it is from the beta or not unless you have the beta yourself
 
romeo0201 said:
How will you know if it is from the beta or not unless you have the beta yourself

Magical powers of the god of Common Sense!
 
Errr... ontopic people?

It looks nice.... and curvy... but what exactly is the advantage of your method above just manipulating wedge brushes?
 
Well its not exactly a clean cut advantage...it depends on how you use both methods. For example, this was can leave you with far fewer brushes while still looking good.
 
What's the name of the mod in the first screenshot? :O That mod looks like fun. Anyway, your terrain looks nice, especially for the HL1 engine. I'm working on a map with terrain right now actually.(using triangels) R_speeds are around 300 in my map.
 
Not bad... I really like those Island screenshots.
 
I dunno, basically with the wedge thing, you're working with essentially flat terrain with small curves on the vertical axis. It doesn't work so well with anything that get's too steep, and vertical is impossible.

That first ss was for airhl. I still have the last beata on my computer. It was multiplayer workable, but no final product was released. The wonids were locked so that only beta testers could play online.

If anyone wants the islands map they can do something with it I suppose. I was originally gonna make a tfc map with customized weapons, aka, soldiers with sniper rifles for some jungle action and reduced player speeds. But dense folliage is really hard to pull off. Even with the palm models and grass sprites it seems kinda barren.
 
Dan said:
That first ss was for airhl. I still have the last beata on my computer. It was multiplayer workable, but no final product was released. The wonids were locked so that only beta testers could play online.
10 char limit
 
The island ones are quite nice really. Now we just need to make a far cry rip for HL1 using that. :p

Nah. That wouldn't be nice. Although the AI in hl1 is better..dosen't watch barrels roll towards it and not do anything. Never mind HL1 dosen't have rolling barrels/semi-real physics. Usually.
 
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