2fort map.... IN HL2DM! (unfinished)


^ Spawn Point ( not finished )


^out side of spawn, in front of you is the grate (unfinished) to the right is the spirals


^ Going towards spirals


^ going down spirals

EDIT: Someone told me (Ballsopt) that some places are too roomy, I realize that and I plan to fix it.

Dude, I’m so proud of you! Amazing, man! Keep working on it I can’t wait to see what comes of it! :slight_smile:

Could definitely use some work, especially those railings in the fourth shot, but otherwise, really nice for a first (is it?) map.

Yes, AFAIK he’s just started mapping, and I’m impressed thus far at his progress :slight_smile:
I would suggest one thing, DenDrio, maybe try orange mapping first.

It is my first map, thanks Dillxn :smiley: but why should i use orange mapping?

I could use some help with lighting :3

With orange mapping you can lay out all the brushwork, it’s usually easier to do all your brushwork on an orange mapped map first, then texture it.

And on the topic of lighting, if it’s a flourescant light, you should use a cool blue, desaturated colour. If it’s a lightbulb or lamp fitting, a more yellowish tint. You should also use light_spot’s instead of lights, if your ceiling appears too dark using this method though, duplicate the light_spots, set their brightness to about 50 and put them on the ground facing up.

Where should i put this light_spot?

Where your light entity are

Put your light_spot directly under the light model/brush (make sure no part of the light spot intersects the geometry, or it won’t work right.), set the colour to what you want, set the brightness to about 200 for a small room, or 500 for a larger room, set the inner (fading) angle to about 45 and the outer angle to about 70. Duplicate the light, flip it upside down, put it on the floor, reduce brightness to 50, and Robert’s ya father’s brother.

Connected hollow cubes

[quote=“DenDrio”]
why should i use orange mapping?/QUOTE]

The aforementioned reasons and also the fact that your map is quite simplistic architecturally and that I wouldn’t suggest making it too detailed in that regard before building a few simple orange maps first. That’s how I started. The [noparse]DoD:S[/noparse] map I’m working on is my first non-orange map, and my orange maps weren’t all that great either :wink:

Orange mapping is great for finding out if some of the rooms are too big. It doesn’t hurt so much to scrap them if you haven’t spent too much time texturing.

As for the lighting, I don’t support the inverted light_spot. It might light up models incorrectly. I would suggest you use the light_spot to point down, and put a normal light entity up there. Just make it dim. Set brightness to 5-10.
I think you could even set it to quadratic 0, linear 0 and constant 1, since it’s for ambient. If it’s the only light in a huge room, you might want to set maximum distance the light is allowed to cast so it wouldn’t look all goofy. I can’t say for sure how well this will work, since I just thought of it. So you might want to tinker with those values.

Or just do as I’ve done so far, just slab the light there, make it dim and worry about the other properties later. :slight_smile: Of course the 50/0 percent falloff distance is a simpler way to control the light, so you should try different values there and see how it looks.

I hope you base this off of the TFC 2fort, the TF2 2fort isn’t open enough for HL2 :smiley: M style play (And the TF1 2fort is ugly and cramped)

If it’s a huge room you put more than 1 light.

That’s true, but I was just considering that for artistic reasons you might not want to illuminate the whole room.

Those are some nice, straight walls there, buddy!

I like the textures.

you guys are so nice :stuck_out_tongue:

I hope you don’t fuck it up by putting a roof over the bridge like they did in TF2 :frowning:

I won’t I was actually going to remove the bridge for gameplay reasons.


^ The outside of spawn, but better

^ The inside of the other spawn, you can only see that hole you can jump through ( Which hurts you btw >.< )

^ The hallway leading to the entrance to the base ( blocked off ) you can also see the grate

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