DM_WARLOCK_FINAL

[EYE] Valar

2008-02-03 21:42:59

DM_WARLOCK_FINAL is RELEASED.

Download the map here Click Me
Play it: 208.167.247.146:27015

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Thanks for all the help and inputs on this over year long project.

val

Paradox

2008-02-03 22:13:31

The screens look pretty sweet. Cant wait to play it.

Epoch

2008-02-04 00:27:04

Screens look awesome, I can't wait to play it! From what I can see in those screens looks like there are a bunch of interesting areas that you have to jump to, I've always liked things like that in maps.

Charles

2008-02-04 04:48:45

I think it could use some decals and whatnot to make certain areas more easily identifiable. I don't know how it'll play yet though :P.

[EYE] Valar

2008-02-04 06:13:35

i was thinking the same thing till we had a little playtesting going.. then i saw ppl could easily recognize where they were so i decided to put a hold on that idea for now.
good call though. 8)

0nti

2008-02-04 12:48:39

cool :D wanna try it

[EYE] Valar

2008-02-04 17:14:24

since yesterday'ss playtests revealed some flow problems i'm working on a new version and will post once its done.
thanks for all the help. :D

provost

2008-02-04 17:32:43

Tested it, it rocked. Great Job :)

ninojman

2008-02-04 17:34:19

fun map. i enjoyed it when i playtested it. Very tight and fast you can get across the map quickly. Was pretty fun 2v2.

cyber_clash

2008-02-04 17:57:50

How's the frame rate for most people? A lot of my likeness for a map anymore comes by if I can get a good 100+ fps on it.

ninojman

2008-02-04 18:04:51

i was getting 100+ easy, almost no props but the x-bow play made me forget about that.

cyber_clash

2008-02-04 18:07:29

ninojman wrote:i was getting 100+ easy, almost no props but the x-bow play made me forget about that.
I'm running an nvidia 7600GT so I have a lower end card. What are you runnin nino?

(Hopefully changing that in the next week or 2 to boost up to an 8600 or 8800 :))

ninojman

2008-02-04 18:18:46

cyber_clash wrote:
ninojman wrote:i was getting 100+ easy, almost no props but the x-bow play made me forget about that.
I'm running an nvidia 7600GT so I have a lower end card. What are you runnin nino?

(Hopefully changing that in the next week or 2 to boost up to an 8600 or 8800 :))
7900gs

[EYE] Valar

2008-02-04 20:27:07

you shouldn't lag even with a low-end card, cyber.
let me know otherwise 8)

cyber_clash

2008-02-04 20:32:10

Well with what I'm running I should be close to nino so it shouldn't be no problem. :D


Just gotta find time to play it. Seems like I'm always busy now. :(

[EYE] Valar

2008-02-04 22:07:45

I will (hopefully) be posting a newer and updated version later on this evening and would be cool to get your inputs again on the updated version.
Changes you should expect to see are:

1. S-shaped staircase is now twice as wide and much smoother this was the maps main choke-point.
2. Underground watery tunnel removed
3. Jumping using the lifts you can now reach greater height without bumping head in ceiling :o)
4. Due to popular demand - added a few overhead openings in high walls enabling throwing physics, nades and direct RPGs from one area to another (lostvilage style..)
5. Hill area now wider and added with a new passage connecting it with the S-shaped stairs area.
6. Removed wooden door room near S-shaped stairs
7. Smoothed out the curved broken wall near the S-shaped stairs making it possible to climb on.
8. Stairs opposing the Suitcharger room are now twice as wide
9. A grated crevice in the floor between the RPG area and the Suitcharger room had water in it..water are now removed now and replaced with a bit of grass for performance reasons.
10. SMG nades have been decreased from 12 to 7
11. Added more xbow and shotgun pickups
12. Added a map Soundscape
13. This version will be testing a possible fix for lift sounds not playing on Linux
14. Add a few Sawblades (Still in testing as Im not so sure the pros it offers are worth the cons for player movements).

thanks to all who dropped in and played / offered their input. much appreciated!
valar

Walking Target

2008-02-04 22:21:24

Holy smoke Valar, that's great. Taking input from so many and implementing it like that is how all mappers should operate. Nice work! I'm really looking forward to seeing how this one turns out in final form.

Fearsome*

2008-02-04 22:38:17

For map sound scapes dont make them very loud a little ambient noise is good for atmosphere but can really annoy you after 20 minutes if it is loud. Underpass is a good example of a map ruined by a sound scape.

[EYE] Valar

2008-02-05 05:02:24

Fearsome* wrote:For map sound scapes dont make them very loud
very true.
Walking Target wrote:I'm really looking forward to seeing how this one turns out in final form.
yea me too lol :twisted:

[EYE] Valar

2008-02-05 06:03:52

RC is now on the server.

edit: with a sound problem lol. but thats a minor bug. :roll:

Pig Popper

2008-02-05 11:41:52

looking good Valar, seems somewhat more detailed than the last time i saw it. Are these pics the updated version?

PS i would add a soundscape even if it is low, on random or limited to a small area,
I think it adds to a maps ambiance and makes for a more complete map, unless i'm in the heat of battle.. then who cares :D

[EYE] Valar

2008-02-07 03:16:39

new release candidate is online and kicking.
hope you enjoy it. i've a few minor tweaks yet to do...however those would be only visuals. i'm pretty happy with frames, connectivity and general flow now. would love to get your harshest crits once you've played it.

server info and access pswd are same as in my orig post.

Njoy and thanks for all yalls inputs, especially meekle's and Luke's which really pinpointed some probs in the map and i'm not ashamed to say it. thank you guys, i hope i can be of service in yalls projects - anytime! *bows*.

valar

[EYE] Valar

2008-02-07 03:22:51

ah just for the heck of it...known bugs:

-blue coridoor's lights a far too bright.
-center section now has a high wall and tree that shows on and off around the map
-suitcharger not working
-RPG is not spawning

- LOL

MeekMeekle

2008-02-07 05:23:03

[EYE] Valar wrote:
-RPG is not spawning
well I just played rc5 and overall it's great. I'm looking forward to seeing the next version and can see this becoming a popular map in time.

[EYE] Valar

2008-02-07 05:37:58

[EYE] Valar wrote:
-RPG is not spawning
ty :wink:

MeekMeekle

2008-02-07 05:42:45

rofl .. i was going to write something about the rpg and then forgot!

provost

2008-02-07 11:04:54

MeekMeekle wrote:rofl .. i was going to write something about the rpg and then forgot!
Ideas related to this RPG aren't respawning aswell.

Pig Popper

2008-02-07 13:04:11

:lol:

Epoch

2008-02-07 19:42:39

w00t! Comp and internet are set up, so I'll give your map a play tonight when I get home from work. Can't wait to see it! I'll post back with my feed bakc after I give it a good play. :D

[EYE] Valar

2008-02-12 17:48:01

Thanks everyone who dropped in and offered their inputs. Much appreciated.
Final beta (dm_warlock_rc8) is on the server now and will be there until I get around finishing the final version.

Cynips

2008-02-13 11:53:59

Really great map. Good size, lots of connections. As is it will be great ffa play.

If you'd rather use it as a TDM map I think you should remove some weapons. Right now it is too easy to get a good one, making attempts to control certain parts of the map more or less meaningless.

Actually, when I think about it, I would suggest removing a few weapons even for ffa play. I think it could enhance the way certain areas of the map becomes more interesting than others. Haven't played it enough to have any specific suggestions though.

[EYE] Valar

2008-02-13 17:44:00

Very true. ..we'll see...i may need to make two separate versions: the weapon layout I have now definitely makes for a much faster map and I kinda like the idea although having said that the fact this layout is bad for TDM is unavoidable.
good catch ! :wink:

[EYE] Valar

2008-02-24 05:19:59

finally, dm_warlock (the none-TDM version) is done and on the server. also available for direct download as bz2 here http://www.eyeclan.net/eyeden/hl2mp/map ... ck.bsp.bz2

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a TDM version (with different weapon layout/count is on its way.

Your input is important as always and thanks again for all the help this map recieved until now. 8)

valar

Walking Target

2008-02-24 05:21:36

Looks awesome Valar, can't wait to check it out.

[EYE] Valar

2008-02-24 05:34:25

server's ip: 66.55.158.70:27015 [EYE] Clan - PuB
no password.

Walking Target

2008-02-24 07:45:35

Will try to stop by tonight if I don't get distracted. ;)

Paradox

2008-02-24 09:02:50

Very very nice map!! Awesome textures, nice layout with some nice jumps and lots of weapons and health around.

I loaded it on my pub. I am sure it will be a hit with all experience levels.

biotau

2008-02-24 09:56:04

Just tested it. You put alot of work into it, and it came out real nice. My only complaint would be the texture's seem a bit repetative. It follow's the theme your wanting, so s'all good :) Nice work !

badinfluence

2008-02-24 19:36:59

Still didn't learn biotau?

Freetux

2008-02-24 20:10:26

It looks very nice from the screens, downloading now, will have a play-test later on and report back

[EYE] Valar

2008-03-07 14:47:39

Warlock now has a TDM version up and running its first beta.

map name: tdm_warlock_b1
server's ip: 66.55.158.70:27015 [EYE] Clan - PuB
no password.


Placements changed dramatically!! :
There are way less pickups now.
The main area is now the only place with mag to make it a control area. see how this works.
I've added a second RPG to ballance the map although from early playtests i'm feeling it may be best to remove it back and make the one RPG i do leave on the map...harder to get.

This version also features a few visual differences over the DM version and that is to diffferenciate between the two.

as always, all input is great input.

ninojman

2008-03-07 19:33:09

nice looking forward to playing this version.

Cynips

2008-03-07 19:48:51

cool, hope I can get some time to check it out!

MeekMeekle

2008-03-08 01:16:58

does this one have team spawns?

I havn't tried the map yet.. but I don't think having 2 rpgs is a good idea at all.

I'll check it out after work.

graffitiknockout

2008-03-08 02:18:46

just played/tested tdm_warlock_b1... very nice.. :D

i have comments for you though, so hit me up on steam..

Paradox

2008-03-08 03:03:29

I playtested it this morning and it seems cool so far, but Ill load it on my servers and test it more this weekend as I said I would.

MeekMeekle

2008-03-08 05:55:08

yeah, so valar you know i'm a fan of warlock. .i dont know about the 2 orbs are moved I will almost never use that minicharger.. and also I don't really know about having soo much less health. the wep layout seems pretty good though.

maybe raise up the skybox higher so rpg shots can be fired over the middle building?

I am looking forward to playing this map for the draft.

[EYE] Valar

2008-03-09 01:40:32

updated !

map name: tdm_warlock_b2
server's ip: 66.55.158.70:27015 [EYE] Clan - PuB
no password.

Cynips

2008-03-10 10:04:36

In b2, the tower is only partially or not visible from certain views. Haven't had time to play it though.

[EYE] Valar

2008-03-10 13:06:57

this will be corrected for the ifnal version. i saw it after the compile lol but not being a game relater prob i left it in the to-do list as visual bug.
thx

[EYE] Valar

2008-03-17 03:53:00

TDM_WARLOCK is now finaly released. THANKS EVERYONE who contributed time and brains...especially MeekMeekle and LukeGT, you guys really changed the way this map looks and plays so GJ.

download (BZ2) @ http://eyeclan.net/eyeden/hl2mp/maps/td ... ck.bsp.bz2
play it @ 66.55.158.70:27015 [EYE] Clan - PuB

NOTE: there is a source bug in both versions of warlock which basically let's you physjump on top of the center building. this bug has been somewhat reduced in 'tdm' but i think it may still occur. in any case, if i get complaints it's an actual problem i will further investigate (playerclip doesn't seem to do the job lol...there's Source for ya...).

Njoy.
valar

Anonymous

2008-03-17 04:32:52

This map is awesome. Gorgeous and smooth with many jumps. I get lost in it, but that could be senility creeping in.

ninojman

2008-04-01 19:37:08

added to the rotation at 208.122.53.215:27015 The War Room HL2DM **Fast Downloads!!** and i gotta say this map is very popular already. Thanks for your work!

[EYE] Valar

2008-04-01 21:13:14

*bows low*

[EYE] Valar

2008-04-24 06:11:09

just been on PM with conflict who noted he didn't know warlock was released....erm..guess it wasn't made clear enough...sooo....:

TDM_WARLOCK - this is the competitional version. that is what you want to use for scrims/wars/cal/tdm servers - http://eyeclan.net/eyeden/hl2mp/maps/td ... ck.bsp.bz2

DM_WARLOCK - this is PUB version. a N00B (no offence anyone) friendly version. this is NOT what you want to use for scrims/wars/cal/tdm servers -
http://eyeclan.net/eyeden/hl2mp/maps/dm_warlock.bsp.bz2

so again: !!!WARLOCK IS RELEASED!!! .
how can i tell between the two maps? 1) the TDM ver has TDM prefix and the DM ver has DM prefix. 2) the TDM ver has a tower the DM doesn't.

Enjoy :twisted:

provost

2008-05-13 17:56:43

This map is made of win !

Fearsome*

2008-05-13 21:52:41

What is the difference between the 2 versions? Exactly.

ninojman

2008-05-13 21:58:59

tdm has less weapons, less power-ups.

the Dm version has tons of weapons and almost every room has 100 worth of hp

[EYE] Valar

2008-05-14 04:26:03

the TDM is aimed towards team playing = matches. weapon placement wise... you have only one mag for example, placed in the center yard, making it a control area.
the DM version was aimed for pubs. newbies. not comp players. a lot of pickups, health...etc..a fun pub map.

thanks for taking interest guys.

[EYE] Valar

2008-05-26 20:22:46

Paradox wrote:I too love new maps and I am always looking at FPS Banana and Snarkpit for new maps, I alsoo scan the server list and if I see a map name I don't recognize I will go check it out.

I think Octagon and Warlock are both great maps and they do have a different style of play and feel than most of the maps we currently have. I think both would be fine to play matches on.

I do see Fearsomes point about remakes and maps ripped from other games. We want to see new maps for DM, not rehashed Quake, Halo or UT3 maps. That said tho, I don't see why reason why we can't use totally new maps that have textures like Octagon or something else completely different from the same old HL textures and designs (how many prison maps do we really need?) that we have always had. Valar has been designing maps like crazy lately (a ton of maps on the last few months alone) with the thought of bringing a slightly different feel to maps than what we have had. Its true though it seems that this different style is being rejected and maybe it shouldn't be.

It is a shame that people are not more open minded to new things. They resist any new maps and chose to go back to the same old same old because its familiar or they are too lazy to learn a new map. These are often the same people that complain about the current maps. Its a no win situation.
was thinking ..would there be a need for a CAL version for tdm_warlock? if this is something people are interested in please let know what changes / tweaks you feel are needed and i'll follow up.

val

Paradox

2008-05-26 21:03:18

Yes I think there would be. Its a good map. The long narrow hallway argument is a bit of a copout cause no map has a longer narrow hallway than lockdown. Also lostvillage has a narrow alley going from tankhall to the RPG and another one going from crate to rpg. These are our two most touted maps. Bio also has two narrow areas down by the bathroom going to the lower mag. I do think that it would be fine for 2v2 if you can fix that shadow problem and maybe add one more weap to the long dark hallway. It might be a bit smallish for 4v4, I personally don't think it is because of the layout. We are having a very hard time finding new maps for 4v4. There are lots of maps that work for 2v2 but not many that can also work for 4v4.

[EYE] Valar

2008-05-26 21:24:42

Paradox wrote:Yes I think there would be. Its a good map. The long narrow hallway argument is a bit of a copout cause no map has a longer narrow hallway than lockdown. Also lostvillage has a narrow alley going from tankhall to the RPG and another one going from crate to rpg. These are our two most touted maps. Bio also has two narrow areas down by the bathroom going to the lower mag. I do think that it would be fine for 2v2 if you can fix that shadow problem and maybe add one more weap to the long dark hallway. It might be a bit smallish for 4v4, I personally don't think it is because of the layout. We are having a very hard time finding new maps for 4v4. There are lots of maps that work for 2v2 but not many that can also work for 4v4.
mm..i honestly don't see how the hallway in warlock is an issue? its a two people hallway and this fact has been not only addressed in your post para but also in many other places...this is not a problem in any way. please correct me.

as for another weapon down that hall...what weapon did you have in mind para?

as for shadows...im not sure how this comes into play AT ALL while ingame,. i don't see how you can have enough time to see a shadow and run get that person...pretty long run in to showrt-a-time?...plus the shadow doesn't tell you if its a clanmate or not ...meh..
ill see if i can do something about it nonetheless. just stating my view - i think its weird that this is an issue.

props? too few? thought?

bTW, tdm_warlock is in the cycle on 66.55.158.70:27015 [EYE] ~P U R E 2~ server
download @ http://eyeclan.net/eyeden/hl2mp/maps/td ... ck.bsp.bz2

val

Paradox

2008-05-26 21:38:50

Comments hav e been made and some people think that the passageways are too cramped. My point, as you picked up on, was that most maps have cramped areas. I argue that those passages can also be worked into a a person's strategy if you think about it. I personally don't have a problem with the passageways because I have found a way to use them to my advantage. You are correct in that the shadow doesn't tell which team it is but if I am on the other side and I see the other player heading toward the charger. I am going to be a bit more careful at that end so I can ambush them if they go under that arch to the charger area and they are on the opposite team because it might make for an easy point.

As far as what weapon, correct me if I am wrong: there are one mag, one xbow and two shottys now?

[EYE] Valar

2008-05-27 16:22:45

Paradox wrote:Comments hav e been made and some people think that the passageways are too cramped. My point, as you picked up on, was that most maps have cramped areas. I argue that those passages can also be worked into a a person's strategy if you think about it. I personally don't have a problem with the passageways because I have found a way to use them to my advantage. You are correct in that the shadow doesn't tell which team it is but if I am on the other side and I see the other player heading toward the charger. I am going to be a bit more careful at that end so I can ambush them if they go under that arch to the charger area and they are on the opposite team because it might make for an easy point.

As far as what weapon, correct me if I am wrong: there are one mag, one xbow and two shottys now?
para,
as i noted elsewhere...there is one hall that's 2 players-wide in warlock not more. i keep hearing reference to plural and am lost.
as for weapons: u got 1 mag, 2 shotties and 3 xbow in warlock currently.
1 mag creates one control point. more mag will open the gameplay and change it...not saying the change will be bad...just pointing it out.

val

Paradox

2008-05-27 19:05:17

Lets get together on the map some time and we can have a conversation rather than this awkward posting discussion.

Anonymous

2008-05-27 20:49:43

Those tight long halls are often scenes of awesome carnage and gratuitous mayhem.
Its actually one of the best features of LD AND Warlock.
Warlock is awesome fun with the balconies and bank shots.
IMO all it needs are some random sculpture parts to hurl at faces.

[EYE] Valar

2008-05-27 21:50:27

65 Impala SS wrote: IMO all it needs are some random sculpture parts to hurl at faces.
LOL

Fearsome*

2008-05-28 01:55:13

More skilled players do not like long or very narrow halls. I can think of 2 in the map on the second level where basically if a crossbow comes down the middle you will get hit no matter what. This is why skilled players dont like it, because no matter how good they move they will most likely get hit so they feel like they cannot be aggressive and attack from those areas. The same is true for not so tight but long halls where if the other guy is good you are going to get hit with a mag. Also small doors that you come out of have the same effect you are affraid to come out and fight cause you know when you pass through you have a high chance of getting killed.

As for props. I felt it needed more variety, seemed like mostly saw blades which are hard to see and not so often caught and barrels. Some sculptures probably would be good or other things that would go with the map theme.

I hated the rocket in the map made little sense and was easy to get if you knew it was there. It was just some random cubby up top. I think taking that same area and making it like a bowl shape up top where you have to throw a grenade in and the rocket gets blasted out in any direction would be a good way to set it up. Then you have some searching for it, and something a little unique.

On that same note open up the top of the map so we can spam stuff over walls to get kills. That would give the map more options for play especially if someone is camping an area.

I also felt the weapons were light and would have liked to see it closer to the dm version with more weapons. '

No mines please. Cant even remember if there are any in tdm version though.

The last thing was the architecture would have been a little better if some how in some middle area there was 3 levels of play instead of just 2 as in most. give the map more vertical play and create another way to add connections.

Overall I felt this map was a big improvement over aftermath definitely moving faster in the right direction but some of the same core issues while not as bad stayed like the long narrow halls.

The important thing is just to keep you mind open some times or many times players have a hard time communicating to mappers what they want or why. Ask most players why they like a certain map and completely ambiguous answers will come back with no bias. Such as its well balanced or it flows well. What the heck does that mean or how the heck do I put that in my map? What drives a persons map choice although it always seems unbias is usually bias people like aim arena cause they have a good mag and since the map has 1 at practically every spawn they dont have to work to get it. At least here you get a good feel that making 2 person wide hallways 4 or 6 person wide halls might help.

[EYE] Valar

2008-05-28 03:13:30

Fearsome* wrote:More skilled players do not like long or very narrow halls. I can think of 2 in the map on the second level where basically if a crossbow comes down the middle you will get hit no matter what. This is why skilled players dont like it, because no matter how good they move they will most likely get hit so they feel like they cannot be aggressive and attack from those areas. The same is true for not so tight but long halls where if the other guy is good you are going to get hit with a mag. Also small doors that you come out of have the same effect you are affraid to come out and fight cause you know when you pass through you have a high chance of getting killed.

As for props. I felt it needed more variety, seemed like mostly saw blades which are hard to see and not so often caught and barrels. Some sculptures probably would be good or other things that would go with the map theme.

I hated the rocket in the map made little sense and was easy to get if you knew it was there. It was just some random cubby up top. I think taking that same area and making it like a bowl shape up top where you have to throw a grenade in and the rocket gets blasted out in any direction would be a good way to set it up. Then you have some searching for it, and something a little unique.

On that same note open up the top of the map so we can spam stuff over walls to get kills. That would give the map more options for play especially if someone is camping an area.

I also felt the weapons were light and would have liked to see it closer to the dm version with more weapons. '

No mines please. Cant even remember if there are any in tdm version though.

The last thing was the architecture would have been a little better if some how in some middle area there was 3 levels of play instead of just 2 as in most. give the map more vertical play and create another way to add connections.

Overall I felt this map was a big improvement over aftermath definitely moving faster in the right direction but some of the same core issues while not as bad stayed like the long narrow halls.

The important thing is just to keep you mind open some times or many times players have a hard time communicating to mappers what they want or why. Ask most players why they like a certain map and completely ambiguous answers will come back with no bias. Such as its well balanced or it flows well. What the heck does that mean or how the heck do I put that in my map? What drives a persons map choice although it always seems unbias is usually bias people like aim arena cause they have a good mag and since the map has 1 at practically every spawn they dont have to work to get it. At least here you get a good feel that making 2 person wide hallways 4 or 6 person wide halls might help.
I love detailed criticism. Thanks.

val

Paradox

2008-05-28 04:06:04

Yea Fearsome covered what I was gona say and lots more. I just didnt have time to type all that with single finger typing on my PDA at the time...lol.

[EYE] Valar

2008-05-28 07:31:47

tdm_warlock_r1_b1 is running on server ip: 66.55.158.70:27015 [EYE] ~P U R E 2~
or DL @ http://eyeclan.net/eyeden/hl2mp/maps/td ... b1.bsp.bz2

done until now most of the brushwork changes and weapons.
still a few narrow point and props left to do...

would like to get ppl's thoughts on the changes..

notes:

i don't see how adding a third floor is applicable in this map
I have playerclipped the whole map's top. it took care of the "nodraw-hackview" problem but it also brings us back to point #1 - low ceiling and the complaints this map got for it in the beginning. so we'll see how this goes down with playtesters this time.

val

Paradox

2008-05-28 18:50:24

cool, Ill check it out later

Anonymous

2008-05-28 21:44:33

I want Venus DeMilo heads to toss!!
Thank You.
:wink: :D :thumbsup:

[EYE] Valar

2008-05-28 22:20:43

65 Impala SS wrote:I want Venus DeMilo heads to toss!!
Thank You.
:wink: :D :thumbsup:
give models i put in map:oops:

Paradox

2008-05-30 01:55:30

I ran around this "re-work in progress" last night and I think most will be happy with what Valar is doing with the passageways. He has added some weapons (some people may think there are too many now).

Actually Valar, I was thinking about it on my drive to work and I might have a couple of suggestions regarding some of the new xbows and shottys being moved or switched and I think you can get rid of some maybe. I will look through it again later.

You said alot of the spawn points were inside. How many spawns are there?

[EYE] Valar

2008-05-31 03:23:38

Paradox wrote: You said alot of the spawn points were inside.
not quite. not sure what you mean but the spwn points are pretty much equally spread all over the map.
Paradox wrote: How many spawns are there?
15

Paradox

2008-05-31 09:26:36

I was trying to figure them out by typing "kill" in the console over and over...LOL

TY.

Jelly Fox

2008-05-31 15:10:51

Paradox wrote:I was trying to figure them out by typing "kill" in the console over and over...LOL
bind "F1" "kill"

[EYE] Valar

2008-05-31 16:20:30

Paradox wrote:I was trying to figure them out by typing "kill" in the console over and over...LOL

TY.
8)

0nti

2008-05-31 17:59:39

I'm glad you are working on the _r1 version. Hopefully you will end up making all the necessary changes to make the map even better.
I hope you can get that cealing higher so the sky doesn't interrupt the game (as I told you some times ago, and fearsome* stated).
Just pm in steam if you need me to test anything :D

[EYE] Valar

2008-06-05 16:11:08

ceiling heightened, onty.
models added (PVK models), impala.
the "shadow" wall, para, may have been fixed now. i've thickened it twice its size. let's see if it helps any.

i've yet to knock off the lighting scheme of the inner rooms so stay tuned for next beta for that.


play @ 66.55.158.70:27015 [EYE] ~P U R E 2~ server ( pswd is: warlock )

dl @ http://eyeclan.net/eyeden/hl2mp/maps/td ... b3.bsp.bz2


inputs...

[EYE] Valar

2008-11-24 15:19:27

new version of warlock @
edited

inputs...


val

edit: DL cancled. found prob. will post link for r4 later.

[EYE] Valar

2008-11-25 04:53:45

http://www.eyeclan.net/eyeden/hl2mp/map ... r4.bsp.bz2

new version of warlock ready for public. enjoy and give feedback. thx!



val

[EYE] Valar

2009-02-18 13:01:56

I've taken this map to a new direction and revised it almost 90% from the bottom up.
It's oplaying all day here 208.167.247.146:27015
pw: pwoot


let me know what you think.
i'll post map's specifics and current screenies later.

val

Shoobie

2009-02-18 18:51:26

YOu're closing up with perfection here Mr. I'll gladly check out any new versions.

badinfluence

2009-02-18 18:52:59

When is a cloning machine coming out available to the public? We need to clone Valar.

[EYE] Valar

2009-02-18 20:56:27

no. what you NEED to do is play the maps. that's all. :)
nothing perfect here. just a lot of passion.


val

Jelly Fox

2009-02-18 21:05:18

Where do all these maps end up? what server?

[EYE] Valar

2009-02-19 02:46:30

[EYE] ~ HL2DM IS ALIVE ~ 208.167.247.146:27015 NJ, US. pure. no plugins.
and on [EYE] ~ B l o o d y E n g l a n d~ 217.163.23.191:27015 London, UK. Mani/ES/Keeper.
Both FastDL.

[EYE] Valar

2009-02-20 17:52:28

Hi all,


i'm playtesting (the hopefully final version of) Warlock on 208.167.247.146:27015
pw: pwoot

come and take a look. input is appreciated as always.

val

[EYE] Valar

2009-03-01 14:48:14

http://www.hl2dm-university.com/forum/p ... 7647#p7647

Warlock_final released.
screenies updated.
thank you.
val.

:D

[EYE] Valar

2010-04-29 00:54:12

badinfluence wrote:Ahh, like they were saying, if someone is at the super charger, they can easily jump through the tele while someone is getting the rpg. They already have 200 suit so it'll be hard to kill them. If you could put a delay on the tele (possible?), like in biohazard, it'd probably help a lot.
that's a good idea.
how about instead where the tele is now, ill put a doorway connecting the central area with the hallway running right from the supercharger?

Maxtasy

2010-11-05 15:22:23

hi, awesome map but i cant figure out how to get rpg. is that update related?

[EYE] Valar

2010-11-05 19:14:48

look up. see the flag poll. shoot it :)

Maxtasy

2010-11-05 23:54:09

cheers, i was always shooting at the gravestone and it became red :D

[EYE] Valar

2010-11-06 01:41:11

no that gives health. and you don't need to shoot it, just press Use