WIP - dm_dockyard

How did you get it to look like the real one? I wish valve would release all the VMF's for the sp game. That would help so much. But yeah, how did you get the messurments and all that? Make brush, maximize hl2, minimize, make another brush?
 
While I absolute love PiMuhiros map, I'm so sick of being reminded of hl2 every damn map I play! Wheres the total conversion maps and mods! :(
 
ShinRa said:
While I absolute love PiMuhiros map, I'm so sick of being reminded of hl2 every damn map I play! Wheres the total conversion maps and mods! :(


*looks into crystal ball*


I see long suffering in long waits in your future.





o_O

Heh, it'll be a while before those come around.
 
Sweeeeeeet!

btw, which water texture did you use? is that the "canal murky"?

and how is lag with the water?
 
That is the best map I have seen thus far, looks like a map Valve released. It needs to be in my server list ASAP lol. I would like to see you win the map contest though. Either way it will be in my server!
 
Thanks guys :)

Had another big playtest last night. No major issues are cropping up now, just a few tweaks on weapon/item placement needed, and a few graphical nudges.

Then it's done :)
 
I can't believe that no-one has commented on the "special" object in one of the pictures.
 
The airboat? Cool feature :) Hope you can get it to shoot, the one in waterhazard doesn't :(
 
I only put it in for the screenshot. If they worked properly in DM and, more importantly, could be destroyed, then I'd consider having one.
 
Nice work Pi Mu Rho, can't wait to play it.

PHL has a news post about some people modding vehicles into HLDM, you might want to take a look, wouldn't make it destroyable unfortunately, but its best can do at the minute
 
This is just pure DM for the moment. If vehicles get sorted properly, I'll make a new map for them (time permitting)
 
Pi any plans for a modern map for dm? Like an office building or rooftops of skyscrapers or a coroporate tower?
 
ShinRa:
I've got a rough plan for another HL2-themed DM map after this one. However, work commitments may prevent it from occurring anytime soon.

Dasparov:

Fantastic! dm_dockyard it is. Your name will appear in the credits :)
 
wait..i give 10 suggestions, u hate them all. he pops outta nowhere and his name is in the credits :p

bastards!!!! /runs out screaming with a torch
 
mmm, nice smooth pile of gravel on #3. displacement map right?
 
Yep. Amazingly easy to use when you get used to them.
 
I shall release a public beta tonight.
 
Yeah looks good, map runs really well FPS wise. How did you do that?!? Did you nodraw every non visible brush side? MP could be fun, will have to get it on a server so we can play:D
 
I didn't use much in the way of nodraw surfaces. Mainly clever layout and some gratuitous HINT brushes.
 
When you compile your map, BSP splits it up into sections. VIS uses these sections to determine all the visibility data for the map. Sometimes, it's useful to give BSP a hand by using a HINT brush to tell it to split a particular brush in an area you want. For example, by the side entrance to the warehouse in my map, I put HINT brushes either side of the wooden wall inside. This helps to keep the framerate way up inside the warehouse, because it's not drawing so much of the outside until you get near the door.
 
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