Update old links and guides

IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
edited March 2009 in Mapping Forum
I am currently confused by the various of different guides and links in this section of the forum.

I am interested in making a map, if not several maps, for Natural-Selection. I've made maps for FLF in the past, though unofficial, same for the HL2 modification called L.A. so I'm pretty used to making "time/*-distance"- based maps. And since there is no weather and outer lighting to be made in NS, it should be easier for me, since that's my weak side in level design (lighting).
But it has been years since I've actually been anywhere near the old hammer for HL1, I'm so far only customed with Steam's version of hammer and made series of cave/mountain maps there.

At first I downloaded Zoners latest tools, but I quickly figured out that was wrong. I just installed Steam's version of Hammer through Source, and quickly figured out that was wrong too. I cannot find Merl's whatever tools, neither can I find the compiler or the extra tools + extra tools, + the extra tools for the extra tools on top of the extra tools you need to use the extra tool's tools (puke). ... I edited this part; just to clarify, I'm not saying that people who made the guides didn't do a good job, just that I'm very confused, and that I may have the worst attention span ever.

Could anyone refer me to a working guide, with working links? And if you can, thank you in advance.

Comments

  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    edited March 2009
    Here:

    Informations about the compiler <a href="http://zhlt.info/" target="_blank">http://zhlt.info/</a>

    Valve hammer rar (VHE 3.4 + 3.5 dll + ZHLT [latest compile tools])
    <a href="http://rapidshare.com/files/205268755/valve_hammer_files.rar" target="_blank">http://rapidshare.com/files/205268755/valve_hammer_files.rar</a>

    Some guides you can find here <a href="http://twhl.co.za/" target="_blank">http://twhl.co.za/</a>

    And also 'official mapping guidelines' <a href="http://www.unknownworlds.com/uwe/static/portfolio/web/Mapping_Guidelines.html" target="_blank">http://www.unknownworlds.com/uwe/static/po...Guidelines.html</a>

    everything else you can ask us here <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />


    Ps. the guide is pretty much outdated and there are way too many dead links
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    Thank you, I have already started on the 3.4 version, gonna set up the newly downloaded files tomorrow.

    And I'll be damned.. it is really hard to pick the right textures in a sci-fi environment, I seriously did not expect that. I'm actually using the transparent walls from eclipse as stairs. And then I'm using random floor textures as ceiling, and ceiling/wall textures as floor. It is totally backwards from what I pictured it.

    And I sure hope people like dark maps, cause that's all I will be making, a lot of dark areas where flashlights will be needed.
  • SekerSeker Join Date: 2007-03-06 Member: 60259Members
    I'm sorry to tell you, but this won't be a good idea.
    The aliens have a way too big advantage then.

    And I guess you wan't your map to be played by lots of players.... so. <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited March 2009
    Not to mention that the HL engine and darkness will not go hand in hand. A simple gamma increase on the client side and all your hard work to make a map look dark is nullified. Besides using darkness where a flashlighs are a must will be frowned upon by most players, I'm afraid.

    You can however try and give the map a dark feeling with an effective use of shadows and highlights, without completly dark areas even. Just make sure the map isn't too dark where people are having trouble seeing. Play around with the lighting and atmosphere. Very important part of mapping so make sure you do, <b>because lighting can make or break a map</b> in its visual department. Especially on this ancient engine <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • IkarosIkaros Join Date: 2009-03-02 Member: 66606Members
    I will take that in to consideration then, and say thank you for the heads up. And I will make sure not to darken the map too much, but instead have a couple of dark areas.

    This is with gl_overbright "1". Viewed from the stairs, looking in towards the hallway (It is supposed to be the lowest level of the map... I have not made the floors on top of eachother btw, like a co_ map). The most inner light in the hallway flickers, vagely. So it is still bright as seen in the picture, but when the fluorescent light flickers off that area will be "very" dark. But it is also the darkest, and only dark area in the map so far. And it is located right outside one of the hives, where if it hadn't been for the darkness, it would have been in huge favor for the rines. The rest of the map is lit up like all the other NS maps out there.
    <a href="http://img291.imageshack.us/img291/43/nsgenus.jpg" target="_blank">http://img291.imageshack.us/img291/43/nsgenus.jpg</a>

    I am very fond of details, everything from decals to models, not to mention adding locations in favor for both sides, darkness can be an alien treat. And I will be damned if people don't jump in their chair while playing my map (which is the whole point); a rine walking down there all by himself trying to be careful and look everywhere for aliens, suddenly having a skulk biting him in the back. To me, level design is like setting up my own chess board, while at the same time making it "look good".

    ----

    Ps. I got my hands on some sound effects for the flickering fluorescent lamp(s), one thing, I don't know how to use the multi_manager without the logic timer from source. I tried doing it the same way we used to make sparks back in the days, but it didn't seem to work, either that or I'm real real rusty with the older versions of hammer.
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