Notes:
1. Start as a CT as there are no T spawns.
2. Ive not added any elements such as water hurting n stuff yet.
3. Not sure if there are any wierd WAD files used.
Download it here




LOL cheersWintermute wrote:Looks great![]()
As I said with Sput's map, the lighting is something I think is very hard to do well, and on here I think it's exceptional.![]()
My initial impression is that it may be a bit big. But TBH that may not be the case as I only had a quick run around and got lost quite a lot.
I guess this will also depend on the kind of map it will eventually be.
A couple of minor quirks/bugs/thoughts from a quick run around....
- the glass on the level is pretty tough to break - not sure if this is deliberate or not (could be quite funny seeing people armed with knives throwing themselves against it tho).
- the chair near the CT spawn appears to be a moveable object - it makes a movement sound when pushed, but I can't be sure as it's stuck in a corner and can't actually move (so I'm guessing it should just be changed to a normal immoveable object)![]()
- to me, the stairs that go up (the yellow/metal ones in the courtyard by CT spawn) look a bit weird and out of place as the rest of the level 'looks right' architecturally - maybe add some supports or slightly re-design them![]()
- the water doesn't.....oh you know about that![]()
HTH
Have you any thoughts on the type of map, or background story for the map ?
Overall though it's got some really nice areas for gameplay and an excellent atmosphere, so I'm looking forward to playing it
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Thanks for the input, the purple lights are txtlights (textures with light properties) you have to create a .rad file (sputs the man for this)Bullet wrote:looks good m8,
i take it the block of red which kills u instantly from burn is molten rock ?
only had a problem with 1 bit of water.....the rest all rown u and stuff if u stay in long enough, theres sort of 1 section about player height....which needs its skin setting as water, cos atm u cant swim or anything.....i got stuck![]()
some nice lighting, particularly like the purple lights all the way around the roof of 1 room....musta taken a lot of lights to get that effect![]()
n1

ah yeah thats probably a hammer thing, think i read about that....how rather than jst having to make a high ceiling u can just set a textures light flag so that it absorbs light rather than gives it offWorm wrote:Thanks for the input, the purple lights are txtlights (textures with light properties) you have to create a .rad file (sputs the man for this)Bullet wrote:looks good m8,
i take it the block of red which kills u instantly from burn is molten rock ?
only had a problem with 1 bit of water.....the rest all rown u and stuff if u stay in long enough, theres sort of 1 section about player height....which needs its skin setting as water, cos atm u cant swim or anything.....i got stuck![]()
some nice lighting, particularly like the purple lights all the way around the roof of 1 room....musta taken a lot of lights to get that effect![]()
n1



I don't ***think*** it's tied to Hammer...Bullet wrote:yeah, thats hammer only thing afaik, it looks up what light settings the texture gives off in lights.rad r summat.
jst making sure (looks like i might have to learn to use hammer)

ive seen a few tutorials where u can add/change a textures properties in lights.rad r whatever its called, and it makes em either absorb light (like black texture) or give it off (like white), and u can do stuff like that, means rather than making cielings really high...u can jst use a black style texture, so it looks like its highSputnik wrote:Nice one Pete, it's come a long wayIt's clearly been a good map to get familiar with Hammer, and I'm looking forward to whatever final map it turns out to be
I like the contrasting areas/styles - its a good setting for a map.
On the texture lights thing:
They're nothing to do with the editor. The tools will look for a lights.rad file (in the same directory), in which you enter the texture name, RBG value of the light and the strength of the light. It's the main method of lighting and by far the most sensible to use, in terms of ease of use and looks.
Dunno what you're on about light absorbing textures, Bullet, Worm's purple effect is texture lighting on the surface that faces upwards.
They ring a bell actually, but I can't remember. Although black ones will absorb light of course.

That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directionsPeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.
does this show up in the game or something? it confused me a bit

and in laman's terms?Sputnik wrote:That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directionsPeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.
does this show up in the game or something? it confused me a bitIf it didn't do it, it'd look a bit like Wolf3d

Its only how it looks in the editor, not how the map will look.PeaceBreaker wrote:and in laman's terms?Sputnik wrote:That's just the editor doing it's 3d graphicsy stuff so that it shows a reasonable representation of what's in the game, but since it doesn't do any rad calculations it just adds shading on faces facing in certain directionsPeaceBreaker wrote:as a side note on textures, i was just wondering about textures and how that if you apply one texture to a block (all the sides) one side of the block is brighter in the view box.
does this show up in the game or something? it confused me a bitIf it didn't do it, it'd look a bit like Wolf3d
(Yeh/Nah)