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Thread: Hydrom CE

  1. #11
    In a galaxy far far away beele's Avatar
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    Re: Hydrom CE

    I know that there are some problem areas in the map, but I have some ideas to fix those with scenery. I also find for myself that the red base is too red, but I didn't want to wait another hour to redo the lightmaps, so expect less red in the next pictures.
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  2. #12
    In a galaxy far far away beele's Avatar
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    Re: Hydrom CE

    Sorry for double post.

    Some minor things have been done, some new bsp additions, and gameplay tweaks have been made I have a small walk through video for you guys that shows the ground section of the map, the higher section of the map (with grav lifts, beamer ect, isn't done yet so I can't show it.) So If you don't see all the gameplay elements, thats because of the ground section only being showed of so far.

    This video is unable to be displayed because the YouTube video tags were used incorrectly. Please review proper use of the tags here.
    Don't mind the crappy lighting, and textures, I'm still doing a lot of tweaking with those.

    I also have a small side project coming along with my map. Beeles map downloader. It's an app I'm making that can be used to download any of my maps/media/beta maps, ect. Very soon I'll be handing out some test versions to a select group of testers. Here are some screenshots to see what's it's all about.




    I'm still fixing some problems with loading images and stuff, nothing to hard, should be ready for testers in about a week.
    Last edited by beele; July 13th, 2008 at 03:42 PM.
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  3. #13
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Hydrom CE

    Interesting. Also, make sure all the metal shaders in your map arent set to dirt
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  4. #14
    Member Rooster's Avatar
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    Re: Hydrom CE

    I like the looks of this map. But there needs to be more STUFF (small things that u can climb on or something. everything feels TOO big). Dont forget to set up portals! And how about some blinking lights?

    I love the scene! Very origional (change the shape of the doorway)

    for some reason, this feels like for of an SP map.
    Last edited by Rooster; July 14th, 2008 at 01:48 PM.
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  5. #15
    got dam forumers.... SnaFuBAR's Avatar
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    Re: Hydrom CE

    It's way too open. There's almost no cover anywhere in that map. The only successful gametypes I see on this map are slayer and team slayer where everyone spawns with a pistol and sniper or a battle rifle. If it was more like the level in H2 where you play as arbiter and you're killing the sentinels to go lower the shield where things were jutting out of the wall, it'd be much better.
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  6. #16
    State your identity! Hotrod's Avatar
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    Re: Hydrom CE

    I agree, it's way too open for good combat, and the pistol will dominate this map, so it will be just long range games, and CTF will be too frustrating to play, since you'll be easily stopped when you have the flag. More objects to hide behind would be good, and maybe even a closed-in passageway.
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  7. #17
    Untruely Bannable~ Inferno's Avatar
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    Re: Hydrom CE

    Yeah it does look a bit open so make sure you lower the pistol to a 4 shot kill. Cause no one seems to do that in custom maps even though it does help balance out the game.
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  8. #18
    In a galaxy far far away beele's Avatar
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    Re: Hydrom CE

    No worries, I will be adding in a lot, and I mean a lot of scenery to hide behind, It will change the game play considerably. Some weapons will be tweaked to fit the map better (maybe some H2 weapons and HUD, not sure yet).

    To see how the game play works out, I'll be throwing in a beta of the map in the next couple weeks. To participate in the beta, just pm me and I'll decide if you are accepted or not, I will answer, no matter you're in or not.

    Now some things about the map.
    • How do I set up a glass shader that has real time reflection, since the chicago_transparent_glass shader does not has the dynamic reflection option .
    • I have a strange problem with flashing geometry. Some geometry disappears and re-appears out of nowhere, when looking around. Is this portal related (the flickering happens to geometry that is outside and inside portals), Could it be something with draw distance? since zooming in makes all geometry to appear magically, could it be a vista/halo related driver problem? Could it be anything else?
      Some pictures to illustrate the problem.

    Thats for the news and problems with the map right now.
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  9. #19
    Teh_kid kid908's Avatar
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    Re: Hydrom CE

    under reflective properties on the chicago_transparent_glass there's a drop down box with the following options:

    bumped cube-map
    flat cube-map
    dymanic mirror


    that should be it. u should get what u want.
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  10. #20
    The Child Pornographer Ki11a_FTW's Avatar
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    Re: Hydrom CE

    And your Faces arent flashing, they are disappearing, faces will stop rendering if you have to many faces for a single cluster to handle, requires you to portal.
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