An Actual Mapping Update

2008-10-11

I updated the official media page with some new screenshots of my terminal fix. The new screenshots show off some of the updated or revised sections of the map as well as our new weather effects. We now have rain that properly impacts and splashes on surfaces and doesn’t simply go through solids. I’d say the map is now 96% complete. All that’s left is to finish the scripted sequences and finalize the level transitions. I’ll let these screenshots speak for themselves.

Overhead walkway. Orwellian nightmare.

Rainy barricaded street. Another view of the rainy plaza.

And here’s a bonus screenshot of a familiar scene.

Factory chasm work in progress.

That’s all for now.

5 comments

  1. Holy shit, there is an update… No shit ;)
    Glad to see that anything still happen in Gaben.
    Last pics looks amazing. Good work.

    Kiszka, October 12, 2008
  2. HOLY FUCK! In over 4 months you managed to make some changes to a map… Heck i can do what your showing there in 1 month, And i can also make a website about my imaginary Half Life 2 beta as well in the amount of time it took you to make this map.

    HiddenMyst, October 27, 2008
  3. Ok so tell me what is different from the Plaza/Terminal maps of E3 apart from the Episode 2 skybox and some rain…?

    Honestly man i can and do have in my possession more completed versions of these maps than what you have posted here.

    Maybe we cant see some AI entities etc, but the only real difference i can see is some very good quality materials (possibly just parallax mapped textures from the leak, or high quality height and bump maps [in the bottom right screenshot with the street sign “30″] )

    Look man i’m all for anyone doing anything with these older creations but before you say “my terminal map” give the real mappers some credit aswell. Because i see about 5% difference from the 2002/2003 versions.

    Rain hitting the ground surface from my knowledge is a coding thing not anything to do with mapping, maybe you have a special texture to tell the engine where the ground is i don’t know.

    Keep working man for a slight change it still looks good.

    Last pics look like a map for the cs port leak. called “d1_fabrication”
    (From the e3_industrial/d1_industrial maps - Ive seen many versions and that particular last screenshot is nothing new to me)

    /rant

    Peace

    Hmm, October 28, 2008
  4. […] simpler than first anticipated). A bunch of other, minor bugs, were fixed too. On the mapping part, Junk have posted some awesome stuff from our Terminal […]

  5. Fair enough, rephrased it to “terminal fix.” The bulk of the work that I have done on this map is towards optimization, with the rest going to updating incomplete areas, adding working level transitions, and re-adding the best parts of older versions. So a lot of the changes that I have made aren’t immediately apparent in just a handful of screenshots. I’ve added dozens of hint brushes and reworked a lot of the world brushwork (especially in the elevator shaft and angled streets) to accommodate for visibility. It looks similar in the end, but the difference is it runs a lot nicer in game and fully compiles in about 10-15 minutes. That’s also a leak skybox and isn’t from Episode 2.

    Also, you mention d1_fabrication, a name given to an unfinished MI map. Care to point me in the direction of what you’re referring to? I didn’t know it was released for the cs port leak. The building interior itself already exists in the map pack, but the arrangement of the workers and their animations were our own custom doing, so I’m curious to see who else has attempted to fix this scene. As for the arrangement shown here, that is a fairly old screenshot and I’ve redone the layout.

    admin, November 9, 2008
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