[WIP]Derwintwater

littleaznboi

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Story: A crazy wizard named Derwint has become obsessed with being as powerful as Lor Malgoriand! He has locked himself inside his temple of doom and is trying to master the dark magics. Can you stop him before he will unleash chaos unto the world!?

Yea it's a corny stupid story :( Couldn't really think of anything else for a story. Basically your start off on 2 small boats and make your way to a temple or sorts. Inside you'll find nasty creatures like greater minions, horrors, BLUDGEONS! because I love them, plenty of nasty creatures, jumping puzzles, and lots of other things. The main goal is to collect the 4 crystal elements inside and offer them. Once that's done, a elevator opens up to bring you to the boss room of dewm. I'm planning for a strong unholy wizard for a boss :wink: This is just a side project because I'm starting to get bored with run and all the dumb complications I'm running into!

Level 35-40 map

This was an unfinished map by Dridje, and he has given me permission to adopt it. I think it has a nice Lodagond-4 feeling to it. Don't you?

Screenies:

1.png

2-1.png

3.png

4.png

5.png

Comments or questions? Ask them =D
 

FER

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Sounds like a great map, and seems it will take a lot of polish.

So its a temple themed map?

If your interested, im eager to make a better replacement for those stupid greater minions, with something like mummies.
 

littleaznboi

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YES! Please do that FER, I too am sick of greater minions. :oldangry: If you can make it so that there are fire, lighting, poison and ice types that would be orgasmic. :wink:
 

kai

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The map looks great. Simple architecture but refreshing looking. It looks like a good themed map. But some areas look a tad dry or bland.

Also, the scaling on some of the wall textures is a bit oversized, try reducing them to 0.50 x and 0.50 y as well on some of the larger textures to make them fit a bit better.

Good map idea though, if you need any help with it, talk to me, I'd be more than willing to help you out. keep it up. ^^;

edit: On second look, the map looks very good. The inside of the temple in the screens you provided look like they could need a bit spicing up though!
 

littleaznboi

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Thanks for the comments! I've have quite some work for this map, hope it turns out good. Also if FER can get the mummies he was talking about that would be cool too ;) nothing better than killing some new badies!
 

FER

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Yes im working on it.

Its being worked over some unused model with new animations I had lying there, so It should take less time than usual, with only some alterations and such, tough it'll still take awhile until its finished.
 

littleaznboi

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Okie dokie FER, keep me posted if you can :? I'll get the map ready then when the model's done along with and a script for it I can start adding it in.
 

littleaznboi

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Can someone tell me how to make my own texture? Dridje gave me a nice funny idea for a credits room and I want to make it say like....By Dridje and Thatlittleaznboi.

kai said:
The inside of the temple in the screens you provided look like they could need a bit spicing up though!
Any ideas on how to sex up the temple?
 

kai

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Detailing is a bit simple. All it involves (at least, to me.) Is a lot of vertex manipulation, clipping, and texture swapping / resizing.

coridorexample1.jpg


coridorexample2.jpg


coridorexample3.jpg


coridorexample4.jpg


coridorexample5.jpg



In about 30 mins I was able to cook up this little corridor. I provided a link to the .rmf as well at the bottom so you can get a basic idea of how it works.

Hell, if you want to, integrate it into your map. I dun care. ;) Hate to have it go to waste. Just give credit to me though, if ye' do.

To Thothie: If you could maybe upload this or sticky the upload to show novice mappers the idea of detailing or so. :mrgreen:

edit: Don't go nuts with over-detailing though, such as I did in the example .rmf. I'm sure Thothie would tell you the same, it eats edicts and can cause crashes as well as painfully slow compile times due to the large amount of brushes.

The .rmf I included though lacks lights and the so, which probably means if I actually took the time to include detailed light sources (such as torches or crystals) it'd also be much more harder on your compile time.
 

littleaznboi

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Thanks Kai! I'm no good at detailing and this will be very useful. Compiling also is a killer on my CPU so I gotta keep the details kinda low but still good looking. Also I dad scale down the textures on the rocky parts, looks loads better. Now that school started it's hard getting time to work on maps now, no idea when I can get this or Run finished. FER's model should be awesome too, can't forget about that. :wink:
 

littleaznboi

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So I took a look at your example you gave me and it looks awesome. I tried making my own detail and modeled it after yours :3

spice1.png

spice2.png
 

Thothie

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Try to fill any gaps created by extra detailing with player CLIP brushes, as otherwise you'll hit the clip node limit a lot faster as a result of all the new nooks and crannies.
 

Rickler

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littleaznboi said:

You can fix those texture alignments easily by...
Select the face you want others to align to.
Hold ALT.
Right click the faces around the texture to align.

J-M taught me that one :) Make texturing so much easier especially with angles.
 

Thothie

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I'll try to get a look at this when I get home… Meantime I can tell ye to use the load point file function. If the red line seems to be going through a wall, make sure all the nearby architecture is simple, and that all the vertexes of all the involved brushes join properly on the grid.

Also make sure you do not have any entity brushes (func_walls or what not) attempting to seal your map.
 

littleaznboi

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I followed the red lines to where it ends in front of the place in the picture I posted. I checked everything else and that's all I could find. I need to learn how to fix these leaks. But thanks in advance Thothie. :D Saved me once again.
 

Thothie

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Still not home, but lucky for you I have the right laptop and some freetime on hand:
leak.gif

Hope you can recognize the spot on this map - there's an entity brush making up part of the floor. There maybe more, so I'd suggest selecting all brush entities via the Map->Entity Report, hiding them, and looking around. *personally* I like to set my background color in Hammer to bright red so that leaks stand out like mad from inside the map.
 

littleaznboi

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I won't me able to get to the computer till tommorow so I'll try to find them tommorow. Hopefully there aren't too many of them. Thanks so much Thothie. :p
 

Dridmar

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I believe that's the door area for the red crystal room.
 

littleaznboi

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I fixed the leaks thanks to Joe's help and Thothies. I just gotta finish the last bits of the map and get my credits the way I want them. Oh and I gotta light the place. Big thanks to FER for his wonderful mummy models. Should be able to go into testing phase pretty soon after Thothie's done with the scripts. Got certain people I would like to help me with that.
 

Thothie

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Well, since you sent in the WIP, and it looks nearly ripe, I guess I better work on scripts for this. I was working on Rickler's scripts, and tweaking the map to accommodate them, but there's enough work there that it may go onto the next patch, so I midas well start on these.

FER's mummy model comes with such a huge variety of submodel combinations that I'm not entirely sure what to do with them all. At the moment, the only interesting thing I've come up with is one that has a ring-aura that repels you when you get too close, more or less forcing you to use ranged weaponry on him. He has a stretchy-hand Dhalsim style attack that allows him to reach through the aura and hit you, should you be close enough to its edge.

The model also has anims that allow it to open its mouth and breath poison, or shoot stuff out, or what not while also doing the standard mummy walk. There's also more agile walk/run animations for the more alert warrior type of mummy.

Thing has a wide variety of apparel, ranging from naked, to a clerical outfit, spiked armor warrior doodads, and even royal attire. Weapon wise it's decked out with two sorts of maces, an axe, a sword, a fancy double-pronged magic-looking sword, and a pike ended with the same sort of double prong weapon.

mummies_alive2.jpg

So, in short... I'm open as to ideas as to what to do with these beasts (or rather, what to make them do).
 

littleaznboi

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:oldshock: :oldshock: :oldshock: :oldshock: :oldshock:
Holy shit! Looks awesome. Can't wait for the scripts so I can finish this map :p

Looks great FER and Thothie.

*drools* :oops:
 

Borya

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Is it possible to have one monster heal another? If so, make the cleric into a healb****, so to speak. Stick him in the back of a small group of particularly angry unique-ish mummies (you know, a rogue mummy, a barbarian mummy, a sorcerer mummy, and a bard mummy that serves only as comic relief (just for the love of god, don't even think about any chaotic good aligned drow ranger mummies)).
 
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