Temple of Kali by Balr14

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ViPER
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Temple of Kali by Balr14

Post by ViPER »

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Post by Rookie One.pl »

Indeed!

Something tells me he got inspired by the Javan temples they were showing on TV after the earthquakes.
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Post by Balr14 »

Not so. Geez, I haven't been here in awhile. How are all you guys doing?

Anyhow, I was inspired by an image of some ruins they found in India about 30 years ago that's now a tourist attraction. I tried to duplicate the exterior as closely as my meager skills and poor eyesight would allow, but I got a little more inventive on the interior.

I think my OK Corral map is much better, but everyone's taste is different. Again, something I decided to create from an old image.

My latest project is a 17th century Carpathian mountain village taken from the movie Von Hellsing.

Thank you, Viper, for posting a link.
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Post by Ophisâ„¢ »

well, i enjoyed the map, even though it wasnt a good multiplayer map i loved the fact i had to walk arounf the map to find things out.. almost like a mohaa tourist attraction!

I think maps that are not designed for playing on and more designed for the pleasure of walking around are great! I'm Currently working on a huge Maze Map. The Maze is done which is a challenge to get around as it is, however im now placing hidden doors and windows.
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Post by Balr14 »

I have to agree with you. I hardly ever get to play a map, so I tend to create what I feel like doing. That doesn't always make for a map that plays very well. I'm going to do a singleplayer/co-op map in a month or so. Something with more complex puzzles and things to do. It will be a real change of pace for me, but should be fun.
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Post by ViPER »

This map plays great in MP on my server. plays like a large Stalingrad. Snipers can scan the horizon and pop each other while MGrs run around inside and behind.

OK Corral map is good but western is Americana and to me not as interesting or magical as our ancient or lost cultures around the world.

How about the ruins at carthage. I would like to see this done voxel style.

Hehe.

Thanks for the map Balr, my clan loves it.
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Post by Tod001 »

I hardly ever get to play a map, so I tend to create what I feel like doing.
That's why I love them Bots!! :wink:
On my LAN, we usually play c0-0p against the Bots, this would make a good Bot map.
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Post by jv_map »

Balr14 wrote:I tried to duplicate the exterior as closely as my meager skills and poor eyesight would allow, but I got a little more inventive on the interior.
I can't judge your eyesight, but I'm pretty sure you have long proven, and still are, 'meager skills' is a 'misunderestimation' :wink:

Awesome work as always Balr, also hoping to see you around a bit more here :)

P.S. maybe I can judge your eyesight :P

Can you read this?
Can you read this?
Can you read this?
Can you read this?
Can you read this?
Can you read this?
Can you read this?
Can you read this?
Can you read this? << if you can read this you're doing fine :D
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Balr14
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Post by Balr14 »

Thanks, JV_map, but I think there are many more artistic mappers around than me. I think I'm pretty good with technical tricks, but my artistic eye kind of sucks.

Aside from the Van Helsing map I'm doing which is nearly done, I've started on another mapping project that's a bit different. It is "Journey to the Center of the Earth". The map is split in half (Allied on one half, Axis on the other) and the object is to get to the bottom of the map first and capture the prize. The map is many layers of caverns and pits that require lots of climbing, jumping, hidden secrets, puzzles and traps. I'm trying to figure out random door placement (and activation) that will alter the map, so it doesn't play the same way every time.

I have roughed it out and am working on resolving technical difficulties. The MOHAA engine doesn't like to render it. The map is 16,000 units top to bottom and there are about 35,000 brushes, but performance is very good, because only 1/2 of one layer is visible at a time. I'll post a few images when I can. Right now, it refuses to light. Everything comes out as a dark red and visibility is about 5 feet. I hope I don't have to abandon this project because of technical problems, but it wouldn't be the first time.

Oh, I can read the first line. My difficulty is in seeing the details of the image I'm using to model my maps after.
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Post by Mj »

Heres a hint balr, move to CoD =)

The rad is the same, but the graphics far surpass, and it can render a lot nicer stuff :)

I've had some gothic work on the go for ages now, for the same reason youmake your maps; for personal pleasure! No one ever plays my maps, so i'll get my thrills in creation

//Fast light compile in CoD2, the full on this PC takes >12 hours :(
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Post by Balr14 »

Mj wrote:Heres a hint balr, move to CoD =)
I was moving to COD, but me and several others had a personal rift with the guys from 2014 who worked on COD, and vowed never to do anything to support them. Now, I guess if I cared if anyone played my maps, I'd move to HL2 or BF2.

Call me strange, but the attraction of the MOHAA engine is in what it can't do. I enjoy beating the engine and getting it to do things that were never intended. All of the newer games simply require artistic skill, which isn't my strong suit.

I got two levels of the Journey to the Center of the Earth map compiling and lighting now. It's 7200 brushes and 120 meshes. It takes 12 minutes to run BSP, VIS and RAD.
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Post by Mj »

Any information about what the rift was about? I'm just curious :)

I had a go at exploring HL2's capabilities, but never got tremendously into it due to it being a different type of editor program :( BF2 you'd need to model to map for that properly; its mainly prefab mapping.

As for the attraction in the MoH engine as to what it can't do? I found that too! I loved to explore new ways to push the old system to its limits graphically; and many times i succeeded, and came out with small maps for myself i could just run about all day and marvel at what i had acheived... I guess its the same for you.

Anyhow, about the map; well done! Although my MoH is buggered and wont run it, i've seen the screenshots and am, as usual with your stuff balr, impressed mainly by the use of custom textures; which leads me to a question... where do you get them all from?!
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Post by Balr14 »

Way Before COD came out, we (my MOHAA mod team and other modders at Mod Theater) had long discussions with the developers, about features and gameplay that should go into COD. We gave them sample code, models, logs, you name it. They promised to implement a whole bunch of things we asked for; in return we promised to support them.

When the game came out, we found they did not have much of what we asked for. Then, they released a stupid patch that totally altered gameplay. The final straw was General Death wrote up an excellent technical article on how to use CODs terrain system and they slammed him for doing it. So, we basically said screw you, you'll get no more support from us.

I spend more time creating textures for a map, than I do mapping. I Google the internet for images that contain interesting textures. When I find one, I cut out the texture sample I want and do a great deal of work with PSP to get it so it's suitable for a game texture. 95% of the images you find on the internet are too fuzzy to make textures out of, but all I need is a small piece to get light and color variations. With that, I can create my own texture. I can pretty much draw anything from scratch, if I need to, but it lacks the color nuances of a real world texture. By using the color variations from a real-world sample, I can make can recreate some pretty decent stuff. I suppose it would be easier with decent drawing tools, but all I have is PSP V5.

An excellent source for material to use for textures is the porn newsgroups. They are usually high quality images and have very interesting backgrounds, being mostly eastern europe. I get lots of texture samples there, particularly, trees, rocks, doors and windows.
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Post by Ophisâ„¢ »

"porn newsgroups"

I'm sorry what?
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Cod2 textures

Post by tltrude »

Hmmm, well I have no issues with cod -- I didn't even buy the first two games. But, I did get Cod2 last Christmas and the editor for it came out soon after. It has a lot of features that mohaatools does not, but it is still the Radiant we know and love.

If you like creating textures, then Cod2 tools has something special for you. It is called an Asset Manager and, basically, it converts dds images into 3D files that the game can use in its amazing graphics. Here is a look at what it can do.

http://map.planetmedalofhonor.gamespy.c ... wtopic=238

Cod2's multiplayer game lacks most of the things that made moh, or even the other cod games, fun! Cod2 players are desperate for new maps. I don't make mods for Infinity Ward, I make them for the players!

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