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Mr. Green Gaming

GMod Community Map, CONTRIBUTE!


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Posted

post-3-1239047465.png

Thought this would be a fun little experiment. Since most of us can map (even a little) in Source, this might actually not be such a bad idea.

The idea is that we start with an almost empty map .vmf file, after which a member can contribute a little to that map, after that someone else contributes, etc etc. Like someone build a little shed, someone else puts a few barrels outside, while another person dumps a small landscape behind it.

In order to let this community effort run a bit organized, there are a few rules:

* If you want to contribute, post LOCK and start editing. Once you're done, upload the new zipped .vmf and edit your post with the words UNLOCK.

* Don't start editing without posting a lock or someone else is editing it, or else your contribution will probably be ignored.

* If you have a lock, don't keep it for longer than 4 hours (unless you request permission to extend it) or your contribution will be ignored.

* Compiling is done in the Half-Life episode 2 engine. So make sure to use HL2 Ep.2 settings for Hammer.

* Don't use any custom textures. It'll just be a hassle to keep them all included.

* Don't make your changes too big. Don't change lightning too much etc.

* Don't delete work of previous contributors, unless it really sucked.

* You can edit work of previous contributors as long as it makes it better.

* Probably obvious: don't make shitty edits. Don't leave in leaks. Don't make it horribly unoptimized.

* POST SCREENSHOTS AND SAY WHAT YOU CHANGED/ADDED

That's about it. If you fail to follow any of these rules, your contribution will be ignored.

I might add a few rules later if they're needed. For now, here's the starting .vmf:

gm_mrgreen.zip

post-3-1239049628_thumb.jpg

This is all there is right now. Add stuff to it. Where does the small ramp go to? A house entrance? A large gap? Splits in a large array of walkways? Let your imagination run free. Don't expand the ground area or skybox just yet, let's see how we can fill up this space first. There's already a few entities in this map (light_environment, shadow_control, tonemap_control and a logic_auto). You can move them, just don't mess with their settings or delete them.

Useful mapping info:

Source SDK wiki (THIS IS YOUR NEW BIBLE)

Interlopers tutorials

FPSBanana tutorials

Optimization (READ THIS ONE OR DIE)

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Posted
I'm in

Be sure to call LOCK when you start editing, and UNLOCK after you're done (after which you shouldn't forget to upload the map).

EDIT: No custom textures D:

Maybe for the next map, if this one's a success.

Posted

Yarr next week when mah test week is over ;)

Also what kind of map is it going to be? construct or zs or mybe puzzle would be fun for events etc ^^ and easier to make if everyone makes 1 puzzle.

Posted
Yarr next week when mah test week is over ;)

Also what kind of map is it going to be? construct or zs or mybe puzzle would be fun for events etc ^^ and easier to make if everyone makes 1 puzzle.

It can be anything right now. So mainly a showcase map without much gameplay purpose. If this community effort turns out nicely, we could try to target more specific things like making a Zombie Survival map.

Posted
* Compiling is done in the Half-Life episode 2 engine. So make sure to use HL2 Ep.2 settings for Hammer. << I don't have episode 2 :/ ....

Then go get it.

Posted

I won't pay 15 e for episode two .. (I don't have the money, either) ...so i will compile it in counter strike source mode. So...the map is now in Evolve's hands right?

Posted

I've just noticed that it should be compiled in ep 2. Does it matter for the vmf file? Anyway here's the file with some things added. The picture failed because of the engine mismatch.

UNLOCK

Clav decide whether this file should be used.

gnight

gm_mrgreen__2_.zip

post-178-1239055246_thumb.jpg

Posted

Looks just fine :)

post-3-1239056559_thumb.jpg

You can use different setups, it's just hard to find correct textures in that case.

Next person should build upon Evolve's .vmf.

Posted

can we change the current textures so they fit our current hammer setting (ep 1?) ..cause it's really crap to map while you see pink texture (missing ones from ep2)

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