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Forum: All Forums : Valve's Source
Category: HL2 Mapping
Half-Life 2 Single Player, Deathmath, Orange Box, etc. mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword
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Author Topic: HL2EP2 - Project [still trying to find a name that fits]
SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Monday, Nov. 29, 2010 09:31 pm
I started this map back in July to try the wall destruction tutorial and some shadow tests. I had stopped working on it after about a week or so and just recently I rediscovered it. I added so much in just 3 days it's suprising how fast I can work. So far the player's path is pretty much written in stone and the events are planned out. With this map I wanted to test how the player has to travel a long distance because obstacles impede his path of the much more obvious route, the whole playable area of the map is only a 4608 by 4608 area. What this alowed me to do was make the player zig-zag through the level and have areas be forshadowed to the player before he actually gets there allowing the player to say, "Hey! I remember seeing this area before!" with visual queues helping aid memory (i.e. item crates or other rememberal landmarks). Enough talking and time for some media!!!
Layout(small changes might happen for gameplay):

Early screenshot of brick destruction with shadow test plus video:



Hammer walkthrough of the path the player will take



edited on Nov. 29, 2010 04:58 pm by SQUISHY44
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Welshy
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Since: Feb 16, 2007
Posts: 1811
Last: May 11, 2024
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Category: HL2 Mapping
Posted: Monday, Nov. 29, 2010 11:13 pm
Looks awesome, nice job. You should consider bringing it over to left 4 dead 2 and entering it for the final stage of MODScon 2010.
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foyleman
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Category: HL2 Mapping
Posted: Tuesday, Nov. 30, 2010 11:39 am
It does look good. [thumbs_up]
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SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Tuesday, Nov. 30, 2010 11:49 pm
Lighting is temporary:

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SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Friday, Dec. 3, 2010 09:24 pm
Sewer layout with path:
Yellow is path to some goodies
http://img69.imageshack.us/img69/3504/sewerpath.jpg


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Mystic
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Since: Apr 10, 2004
Posts: 6147
Last: Apr 15, 2018
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Category: HL2 Mapping
Posted: Saturday, Dec. 4, 2010 09:44 am
Be glad to have a reason to fire up EP2 again. That reminds me what ever happened to EP3 [confused]

Looking great thus far.
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SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Saturday, Dec. 4, 2010 10:02 am
Mystic writes...
Quote:
Be glad to have a reason to fire up EP2 again. That reminds me what ever happened to EP3 [confused]

Looking great thus far.

Trust me, it's worth installing EP2 again [cool]
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SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Tuesday, Dec. 7, 2010 03:18 am
High quality: http://www.youtube.com/watch?v=w_YoizB-va4
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Breesy
General Member
Since: Aug 13, 2009
Posts: 46
Last: Sep 10, 2011
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Level 2
Category: HL2 Mapping
Posted: Thursday, Dec. 9, 2010 12:02 am
looking awesome maybe a bit too dark but awesome all the same keep it up [thumbs_up][thumbs_up]
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SQUISHY44
General Member
Since: Apr 16, 2007
Posts: 213
Last: Jul 20, 2011
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Level 4
Category: HL2 Mapping
Posted: Thursday, Dec. 9, 2010 01:26 am
Quote:
hard to see things... but I still like it...

Screenshots always make things darker and the power is out until you turn it on to power the lift to bring you up to street level. Kind of like Episode 1 a bit when you wander around in the dark tunnels being attacked by zombies :smt023 . I wanted contrast between the dark, grimy underground and the bright, colorful surface level and it took some playing around with different textures before I finally found ones that worked. Before it was too clean and it looked like the canal outside which I didn't like.
Quote:
I, unlike many other chaps on interlopers, have no qualms with dark maps... as long as there is thought behind it.

I hate dark maps if the whole map is dark but it's a small section and makes sense. I want the player to explore and if it's lit then there would be no challenge and plus I want to add a few "scary" things down there
Quote:
Quote:
Maze in the dark woot!

^this, also. Exploding barrel plan almost backfired :D

It's not too confusing, pretty linear with a few dead ends.
Hopefully the player won't move those barrels :-D
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