WinterChill (dm and pg versions)

FENIX

2009-04-03 19:36:21

DM and PG WinterChill

Version: Final
Type: FFA/Team Play
Size: DM - 26,9 MB; PG - 27,4 MB
Spawnpoints: 12
Cubemaps: 48 units 32x32 and 42 units 8x8
Remap maker: <FENIX>
Homepage: http://www.hl2dm-university.ru
ICQ: 434288985
Other maps: it is my first
Editor(s) used: Valve Hammer Editor 4.1
Other programs:
Steam
Adobe Photoshop CS2
Valve Source SDK
Crazy Bump
VTFEdit
Texture Maker Enterprise 3.0.3
WinAmp :)

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So, my friends, the time to release this map oficially has finally come. The map is a remap of cpm20 "WinterChill"
map by Rich "swelt" Jacques from Quake 3 CPMA.
The map differs from Q3 version by geometry, optimization, items respawns, lighting and more...

First time i want to make some crappy simple map or this one, specially for hl2dm-university.ru, but in less quality,
spent less time on it. But i became interested in mapping, started to learn things, texturing, modeliing and stuff
=). There were a lot of problems and queations about lighting, textures, reflections, etc., but i've solved
everything, and now you can enjoy the result :) ...

"New" map for HL2DM and HL2DM Pro Mod WinterChill

Q3 - HL2 ScreenShots:

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HL2:DM ScreenShots:

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PG ScreenShots:

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Special thanks:
Urza (for being patient listening and answering my stupid questions)
Jerk (for beta-testing, ideas, advises, content, map support, etc.)
Dog (for overview and stuff)
Perdoplyas
Halfer

DownLoad:

For HL2:DM:

www.hl2dm-university.ru

www.Rapidshare.com

www.Rapidshare.de

www.depositfiles.com

www.megaupload.com

www.sendspace.com

www.TurboUpload.com

www.filefactory.com

www.2shared.com

For HL2:DM PRO:

www.hl2dm-university.ru

www.Rapidshare.com

www.megaupload.com

www.upload.com.ua

www.sendspace.com

www.depositfiles.com

Paradox

2009-04-03 20:47:47

Looks cool, just tell me you dont die if you fall into what looks like the fire pit....

FENIX

2009-04-03 22:30:48

rpg should appear on a round platform, but does not want and spawn under platform.
I will fixed it in _r1

Sry for english :[

Walking Target

2009-04-03 23:21:44

Looks interesting Fenix, I will check it out asap.

[EYE] Valar

2009-04-03 23:36:08

ok http://hl2dm-university.ru/ ?
WT you taking Russian lessons of late? :lol:

Walking Target

2009-04-03 23:54:24

Aint it cool tho? :mrgreen:

[EYE] Valar

2009-04-04 00:32:07

Ubersky Coolyetzkaia :lol:

[FF]FNDR.Jake_Brake

2009-04-04 01:31:02

This looks very intriguing to say the least! I have to always laugh somewhat when I hear people say "please don't tell me that you die if you fall into the lava"! It's like........

1) Lava is hot! Very Hot! And you don't think you would die if you fell into it in real life? and....
2) What is the issue? Can't we all control where we are walking and/or running? Or, have we been drinking too much and we really are staggering all over the map and teetering into danger!

In any case, I know there are two schools of thought but I have never minded death (or damage) by falling somewhere I shouldn't want to during game.

This looks to be a quality map and I can't wait to playtest it!

FENIX

2009-04-04 03:45:35

ah guys...

Here is some problem with my new map - for some reasons rpg doesnt spawn normally on "func_door" and spawns below it. So, on map, rpg lays below the coloumn, on the bottom of lava pool. Can you help me fix this?

Sometimes on different servers there is a problem...

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In the current dm version other method... with a short column and func_clip_vphysics func_clip_vphysics:
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but it so don't work! RPG spawn below column and don't react on triggers, you can see it...
Help to understand...

haymaker

2009-04-04 06:59:20

afaik you can't name, teleport, filter or otherwise treat weapons like other world objects, so your filters will not work.

You can try building a func_brush platform under the rpg on top of that thing, I've gotten weapons to spawn on top of that entity properly before.

Sadist

2009-04-04 13:55:20

Yeah, func_doors are awkward like that. Try func_brush and parentname that brush to the func_door.

FENIX

2009-04-04 15:01:50

All the same...

I have created invisible func_brush with the sizes func_door and parent to func_door.

If I simply create server in game all normally and works fine, but in dedicated server rpg similarly spawn below and not to be catch from gravy gun... :sketchy:

[EYE] Valar

2009-04-04 17:15:35

i will disagree with my learned colleagues and recommend you to not spawn an RPG under, above and or even flush with any entities.
only thing you can do with RPG is choose it from the entities list and place it on an at least 32 units thick floor / ground. once placed, lift it a few units up and leave it there.
don't rotate it don't do nothing to it. it will only bug out.

first place in the crappy weapon spawns: RPG
second place: AR2
third place: xbow
forth place: mag

fear them. they are crazy.
:D


val

FENIX

2009-04-04 17:41:00

Sorry for misunderstanding, but can i make a normal rpg-spawn point for my moving platform, or i should make platform to brush? :|
you can do with RPG is choose it from the entities list and place it on an at least 32 units thick floor / ground. once placed, lift it a few units up and leave it there.
don't rotate it don't do nothing to it. it will only bug out.
It don't help :(

haymaker

2009-04-04 19:14:19

Valar is saying it would be best to spawn it on top of world or func_detail only. It's one way of bug-proofing your map. Can you not include a nodraw func_detail block inside of that rotating entity? That may fix your spawn issue

FENIX

2009-04-04 20:52:05

func_detail? How to make him sinking?
The platform should move...

[EYE] Valar

2009-04-05 00:30:16

weapons spawns drive through func_details.
no go.
moving platforms same.
no go.

FENIX

2009-04-05 00:58:31

Strange... if func_door replace on func_detail rpg spawn normaly on platform =|

[EYE] Valar

2009-04-05 04:04:50

so would a npc_zombie...then it would crash the server.
your call :D

cyboy bunny

2009-04-05 15:38:15

Have you tried making youre platform off a func_moveliniar or a func_tracktrain ??. Func_door is very buggy on 100 tickrate servers so that can be a problem.And also move youre env_cubemap a little bit higher .If you select the rpg or the cubemap you will see they are touching each other,try to prevent that.

good luck :wink:

FENIX

2009-04-06 21:36:12

dm_WinterChill_r2 released!

[*] Added one smg_grenade (All now them 5 on a map)
[*] Large\lava teleport is now pushes player with same force as middle\charger teleport.
[*] Metal box on the 2nd floor has been replaced with saw blade
[*] RPG doesnt fall below the platform when spawn. (func_door replaced on func_tracktrain and other phys clips construction)
[*] Barrels texture has been changed to less resemble to wall textures
[*] Some items were replaced\removed for balance

dl from 1st post.

BlackRaven

2009-04-06 21:38:39

oh you managed to fix the rpg issue. nice one mate.

FENIX

2009-04-06 23:31:24

I thought for a moment that i complied the map without HDR, but it was there. Download and enjoy!

haymaker

2009-04-07 05:48:36

lol i think you forgot to turn cordon off, all there is to this is the lava pool, not even the high walls around it. No hallway or crates or nuthin!

and btw the rpg was stuck under the platform

[EYE] Valar

2009-04-07 12:06:50

not to be mean but...
haymaker wrote:and btw the rpg was stuck under the platform
was he not told that...
[EYE] Valar wrote:...recommend you to not spawn an RPG under, above and or even flush with any entities.only thing you can do with RPG is choose it from the entities list and place it on an at least 32 units thick floor / ground. once placed, lift it a few units up and leave it there.
Live and learn brother FENIX. and...welcome to Hammer LOL.
and i'm saying this lovingly :D

paka

FENIX

2009-04-07 16:15:00

[EYE] Valar wrote: paka
<3 privet O_o

Ko-Tao

2009-04-07 18:38:22

I wouldnt recommend using parenting to fix these sorts of problems either, as mp_restartgame often breaks it and deletes all the children.

Will have a look at the map sometime soon.

FENIX

2009-04-07 20:01:13

Works fine after restarts and hours of active playing

haymaker

2009-04-07 22:03:04

all i get is this

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[EYE] Valar

2009-04-07 23:15:00

HHHwhat? embedded low settings FTL?

FENIX

2009-04-08 01:14:37

wooot

FENIX

2009-04-08 02:19:02

dl map from 1st post only :O

haymaker

2009-04-08 04:15:14

FENIX wrote:dl map from 1st post only :O
k ill try a different link from that list

edit, i checked what I already DL'd, something called 111_winterchillbag

Werry bad file managements! No soup for u.

L2k

2009-04-08 20:58:32

did a 1v1 in pro mode last night, the map has great flow and is really fast. The lava trap can be a bit irritating when falling in during fights but overall I like the map. Good job :D

haymaker

2009-04-09 04:09:56

yeah I like this a lot, reminds me of feudal a bit, nice little touches here and there like the spawn rings. I was wondering about the sound for teleported weapons, if you had thought about changing/removing it or not.

Only other thing that irritated me was the hl2dmu thing. It's easy just to make a nice-looking texture, putting brushwork letters in a map should be a VAC-bannable offence

[EYE] Valar

2009-04-09 05:49:22

played it on a vista laptop so i can't comment on frames at all.
but in the given circumstances..

Excellent work *****

Didn't like:


- Some weapon placement isn't right yet.

- As Haymaker said; why use brushwork for logo when you can (if it's you) make awesome custom textures!?!

- I hated the sky texture. one of the worse i've ever seen, looks like hl1. like the brush logo - it's completely un leveled with the map's general quality. i hope you get rid of it.

- When clipping stairs you should run the clip all the way to the floor. the whole idea is to allow continuation and momentum so not clipping the first step defeats the purpose.

- I had a bit of an issue orientating around the map. it WAS my first time in and i took that into consideration but still i felt you could do a bit more to characterize the different areas. Area Characterization makes all the difference gameplay wise because it gives you a different backdrop for different areas you fight in and and like in a movie it lowers the visual fatigue. note that not too much is needed for this.

- In whole the map is a bit too dark and speaking of visual fatigue this may be a big factor here also.



Again, Very good job. feels this map has been thought through by someone who loves what he's doing so thumbs up big time on that.
keep up the great work.

val

Ko-Tao

2009-04-09 10:48:04

[EYE] Valar wrote: - When clipping stairs you should run the clip all the way to the floor. the whole idea is to allow continuation and momentum so not clipping the first step defeats the purpose.

- In whole the map is a bit too dark and speaking of visual fatigue this may be a big factor here also.
I find these to be issues with a great many maps. Theres really no good reason for the former, either.

FENIX

2009-04-10 19:35:50

I hated the sky texture. one of the worse i've ever seen, looks like hl1. like the brush logo - it's completely un leveled with the map's general quality. i hope you get rid of it.
I not the painter... this sky texture exported from q3 and I have not found to it quality replacement...

I have badly understood your prevention about clipping stairs...

I have now so:
Image

You want that was in such a way? :

Image

... or not clipping at all?

I will try to correct more than things in r3 version

But I do not guarantee sky change... If someone can help to improve quality of this texrure - welcome :)

Write more responses please :)

thrash

2009-04-10 20:39:17

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I thought these platform things would be better as small (low powered) jump pads to help the map flow a bit better.
Getting up those platforms efficiently when you are under pressure can sometimes be a pain so maybe low powered jump pads (something like those in dm_mudafuga) would help solve this problem a little.

[EYE] Valar

2009-04-10 20:45:33

FENIX wrote:
I hated the sky texture. one of the worse i've ever seen, looks like hl1. like the brush logo - it's completely un leveled with the map's general quality. i hope you get rid of it.
I not the painter... this sky texture exported from q3 and I have not found to it quality replacement...

I have badly understood your prevention about clipping stairs...

I have now so:
Image

You want that was in such a way? :

Image

... or not clipping at all?



I will try to correct more than things in r3 version

But I do not guarantee sky change... If someone can help to improve quality of this texrure - welcome :)

Write more responses please :)
the second image is the correct way

FENIX

2009-04-15 22:54:31

dm_WinterChill revision3 (Final) released!!

- Adding more prop_physics.
- Change clip-brashes for some stairs.
- Barrels as separate model (how in dm_biohazard) now there are no problems with textures.
- Correct respawn healthvials on lava and some other items.
- Correct placement of weapons.
- Removed brush-text "hl2dm-university.ru" and replaced to texture in other places.
- Lifts now "force closed" and give other damage for player.
- Added debris decals on walls.
- In some places of a lava clipphysics replaced on trigger_push.

I hope this final revision. Please change your version dm_winterchill to dm_winterchill_r3, and remove old map versions from your servers :) dl map from 1st post.