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MAP INFORMATION
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Title : Vangede Bygade 46 st mf
Filename : Vangede.bsp
Size : 4.85 MB
Version : Release 2
Game : Half-Life
Type/Mod : Experimental, not really DM/SP playable
Author : JCH
And that is? : Jens-Christian Huus, Gentofte, Denmark
Other Levels by Author : None; this is my first map - which I did while learning Worldcraft
E-mail Address : jchuus@post8.tele.dk or jchuus@merlinholm.dk
ICQ : 56188051
Homepage : http://www.vibrants.dk (not a Half-Life related site, however)
Additional Credits To : 90% of the new textures are my own work, but I did use some other textures;
5 by Christopher Buecheler and 3 from the "tfc.wad" file.
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DESCRIPTION
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This is an experimental map that is too small to be playable. What I wanted to do (in spite of all the
warnings on various tutorial sites not to do this) was to make the most detailed rendition of my home
that would be possible with the Half-Life engine. Since my home is a 2-room apartment only 43 m2 in
size, it is not possible to "play" it as it is. You can see the map as a study or a piece of art if you
wish - and as a wonderful prefab library of tables, wardrobes, shelves, TV sets, and computers (these
prefabs may later be available in a separate package).
Another reason for this crazy experiment was to train myself in the art of Worldcraft editing, which
has indeed been accomplished to great success. I have learned a lot about carving, clipping, vertex
manipulating - and why clipping is usually the most prudent way of adapting the brushes. I also learned
how to reduce r_speeds using func_wall entities to avoid creating faces on neighbour brushes, and by
utilizing so-called "hint brushes" to improve the way VIS creates leaves and portals.
Although I used some tricks to keep the r_speeds low (and it helped in some cases), it was in fact all
a very academic matter as the rooms are so immensively detailed. There are tons of small brushes all
over the place that will make the r_speeds bump over 2500+. Usually, the recommended values are 600
for e.g. a DM map. In software rendering, brushes start to disappear when they hit 800. Remember, this
is all by design; I deliberately wanted to make my apartment as accurate as possible. If I broke the
r_speeds limits doing it, so be it. I recommend you use a fast PC (300 Mhz or more) and a 3D hardware
card to get the power the map really deserves. In fact, if you only have software rendering at your
disposal you better forget about the whole thing. ;)
To "play" the map, place the .bsp file in <Half-Life>\valve\maps, then run "hl.exe +map vangede". (It
doesn't matter if you run it in deathmatch or single player mode.)
In order to get an idea of how close (or way off) I came to the real thing, I have made a reference
folder with an HTML-file which will list some reference screenshots.
Oh, and one last thing: Welcome to my humble apartment! =)
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CONSTRUCTION
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Base : Completely from scratch
Tools Used : Worldcraft 2.1, Wally 1.48b, Paint Shop Pro 6, Zoner's Compile Tools 1.4-1.5
Geometric Facts : 1751 solids, 11411 faces, 46 point entities, 297 solid entities
Build Time : Approximately 2 months (December 1999 and January 2000)
Compile Machine : 350 MHz Pentium II (64 MB), full compiles on 400 MHz Pentium II (192 MB)
HLCSG : 57.62 seconds
HLBSP : 44.38 seconds
HLVIS : 167405.15 seconds
HLRAD : 529.99 seconds
Compile Time Total : 46+ hours
Custom Textures : You better believe it! =) Most of the textures are new.
Conversion Measures : I used "UNITS = (CM / 30) * 16" - not completely accurate, but OK with me
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ADDITIONAL INFORMATION
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As you will see when you load the experimental map, there are quite a few custom textures. In order to
make the rendition of my apartment as realistic as possible, I borrowed and used a digital camera from
my work one day and took over 170 photos of my apartment. This way, I killed two birds with one stone;
I got myself a lot of photos for custom textures while at the same time acquirering insurance photos.
95% of all the photos were converted and adapted in Paint Shop Pro 6, collected in a .wad using Wally,
and then embedded in the .bsp file itself. I know some of the textures are slightly crude - you should
know the trouble I had trying to dub out the camera flash on some of them. ;)
A great thanks must go to the HL/ERC forum for all the great inspiration here. There are a lot of other
sites that also deserves a friendly word and thanks for support: Planet Half-Life, Handy Vandal's
Almanac, I.Am.Half-Life, The Texture Studio, MapFinger, Department of Engineering, Wavelength, and of
course Valve for making such an unforgettable game.
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COPYRIGHT / PERMISSIONS
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Authors MAY use parts of this level as a base to build additional levels, but ONLY if you are not
making any money from it, and you must remember to credit me.
These files may be used and distributed freely over the internet or BBS as long as the archive remains
intact. No part of these files may be recreated in any way, shape or form without my written
permission. You must get my written permission to put any of these files on a CD or any other type of
electronic/digital media for sale or free distribution. Half-Life is a registered trademark of Valve
Software. Use of this software is at your own risk.
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Generated by MapFinger, modified SEVERELY by the map author
http://www.mapfinger.com