Cleicert Temple [REL]

pimpsta

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looks good and when is it going to release?
 

Dridmar

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Well, I would say in a few weeks, but I don't really know. I've sent a PM to Thothie regarding monsters which would be in the map, and just waiting for him to get back to me. Also, that is pretty much the last half of the map, so I have to map the first half now...

I'll update the thread when I get some more progress done.
 

evilsquirrel

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ooook....

I do not approve of that room :O

I imagined (and i think MiB wanted) this map as a more gritty place than the white marble and tile that it is right now. Likely a cave, carved out of the sandstone bluffs/mountainy-things in the desert by the orcs to hide thier plans from those who would oppose them.

I'm also thinking that these would be the shadahar orcs - amirite? If so, you may want to talk to thothie about what abilities he has planned for them (and thier shaman) so you can design fighting areas properly.

Talk to me if you don't get it - also, I might be getting bored over the next few days...because my computer is dead...bored enough to draw concept renders of places!
 

Dridmar

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It's susposed to be a TEMPLE, not a cave. Also, MiB hasn't posted saying I "f*cked" up so so I don't really see a problem with making the map like this.

I was assuming the storyline was going to be something like the temple was taken over and converted to an evil place where the orcs or whatever do their thing. I thought the cave part was/is going to be in another map.
 

Dridmar

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evilsquirrel said:
no need to get angry, dridge. and besides, the room is lacking anyways.

I'm not getting angry. Since when is capitalizing one word considered to be yelling? Also you spelt my name wrong. :eek:

I guess I'll wait to talk to MiB later and talk about the map.
 

PBarnum

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No way of telling how a person feels over the internet, thus capitalizing seems to assert your statement.
 

Dridmar

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I see...I'll try not to make it look like I'm yelling next time. :wink:
 

evilsquirrel

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yeah, capitalizing does seem angry.

more importantly though, unless i'm high/was high the other night, MiB did want the map to seem as though the orcs had carved it out of the stone for the sole purpose of...>_>...doin stuffs...in thar...so it was supposed to seem cave-like, at least mostly.
 

PBarnum

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evilsquirrel said:
unless i'm high/was high the other night
I quit like a month ago. Hooray!
 

Dridmar

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evilsquirrel said:
yeah, capitalizing does seem angry.

more importantly though, unless i'm high/was high the other night, MiB did want the map to seem as though the orcs had carved it out of the stone for the sole purpose of...>_>...doin stuffs...in thar...so it was supposed to seem cave-like, at least mostly.

Alright from hearing that, I'll wait till I can get in touch with MiB, or until he posts here saying what he would like to see.
 

The Man In Black

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My original idea for the map was that it was carved into the cliff, not necessarily by orcs. It isn't a civilized temple, more of a place where you would expect to find an old hermit who has been studying some lost art.

The only real complaint I have is that the boss room is boxy >_>
 

J-M v2.5.5

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Also, where are the 30 holes, twenty infinitely spawning monsterspawns that can't be reached, and ten infinitely spawning monsterspawns that can be reached :p ?
 

The Man In Black

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If ya don't stop, I'll have all my maps have WORSE boss chambers than that. Trust me, I have a few ideas -.-
 

Dridmar

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I'm going to be updating the boss room when I get back to it.
 

Dridmar

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A little update.

I'm going to be making Cleicert Temple two maps since I don't want people to get bad performance on the map.
 

Dridmar

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Blasto121 said:
then why not just use hint brushes?

Well I haven't really learned about using Hint brushes. :wink: If you link me to a tutorial on them, I can quickly read on them and learn how to create them.
 

Blasto121

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got to the punch before me gaz :p

ah good old hint brushes, the most hardest thing in mapping is correct hint brushing. If done wrong will cause your map to fail, if done right can make you map run with much better frames.
 

Dridmar

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I've taken a wee look at those and all I can say is "Woah a bit confusing." :oldshock:

I'll try to do it but I don't want to risk making mistakes and making the map peformance go down. In my map, I seem to get atleast 30+ fps most of the time so I really got to wait till I add all the npcs and entities in. I am also using the "Null" texture and placing it on all the parts of the map where the players can't see.

I keep forgetting pictures but I promise you I will have atleast 1 picture up by today.

Edit: I think I'm only suffering from performance issues because my computer has so much useless junk on it. (Also, I haven't defragmented my computer in months.)
 

J-M v2.5.5

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Summary of how it works:
BSP (or was it CSG?) divides your map into big blocks, called "vis leafs". If you are standing in a vis leaf, everything inside that vis leaf gets rendered. Also, the things of other vis leafs you can see from your current position in your current vis leaf, also get rendered.

HINT brushes can specify different 'borders' of vis leafs. If you use them in a clever way, you can prevent your map from rendering stuff you can't see directly.

Here is an easy example:
msc_visleafs.gif
Top-down view.
This is an example L-shaped hallway.
The image should be self-explanatory: if you place a prism-shaped block (with a triangle-shaped ground area) in the location as shown in the picture, and texture the diagonal side with "HINT", the vis leafs will be shaped differently, and because of that, less objects will be rendered from your current position.
 

Thothie

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There's a lot of missinformation running about in regards to hint brushes with HL1. A lot of these tutorials are just plain wrong. There's a lot of maps out there that are seriously messed up because of this.

Hint_example3.jpg

This, for instance, does not work in HL1. This methodoloigy used repeatedly would likely actually halve your FPS and tenfold your compile time. This is true of flat-plane hint brushes in general.

hint_thumb.gif
This tutorial that gaz linked and also appears in the MSC mapping tutorial is one of the few where it's done right. Even then it's a bad example, as the 1 unit thick brushes are a no-no under the newer compile engines. (Although you can get around that with the prefered Pyramid Method - although it's still using the same crappy example map)

My advice with hint brushes is: don't. 99.9% of the time ZHLT 3+ will figure where to split leaves better than your hint brushes do, and all adding them will cause is insane flowery nova-leaves.

If you *must* use hint brushes, be VERY sure you compile both with and without, and compare. There are very few situations where they'll actually help you, and many where they will hinder greatly.
 

Dridmar

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Alright I'll keep that in mind. I'm going to test the map performance again because I just reformatted.

All I need to do is set Hammer up and get steam installed. :oldlol:
 
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