Hlw_Broad

For discussion and release of fan maps made by the community.
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Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Hlw_Broad

Postby Ancient » Sat Jan 26, 2025 9:27 pm

Hello again hl2w Board.

Made a little 1v1 community map for the mod :mrgreen:


i wish to post this here a bit early so you guys can tell me what you think :D
of it so far. As far as i noticed (Playing with a bot) there aren't any bugs just some nav issues.
But its well playable. (FIXED NOW FULLY PLAYABLE)

So please check it out and tell me what you think of it in general
(Dont complain about nav i know it needs some tweaking :) just a little. ) (NAV FULLY FIXED)

Also didn't get much help on anything from the community sadface :(

Anyway enjoy and tell me what you think so far! :)
I will continue it till its "100%"
BUT i will need feedback!

FEATURES:
- Enterable Buildings
- Large spawn area
- Woods (That you can hide in)
- Cover spots
- 5 Control points
- Correct NavMesh (so you can play against CPU and your units can navigate correctly)
- Tactical sniper spots (gonna be Made better in update 1.3)
- Random Crate locations
- Day and night cycle's (Next update 1.3) NOT POSSIBRU
- MiniMAP

EDIT: Made the map better, added: 28 Jan, 2013
- Added roofs on buildings that disapear and appear once a unit enters and leaves the building (2 buildings for now)
- Fixed too dark lightning (Added env_project-texture instead of normal lights.)
- Fixed Most of the NavMech Problems. (Units now build correctly + Navigate correctly in buildings and most of the playable areas)
- Fixed some texture Bugs
- Fixed buggy stairs
- Added minimap

EDIT: V1.2 - 29 Jan 2025

- Fixed "ALL" THE NAVMESH problems i found! (AI navigation)
- Removed wooden fences
- Added stone walls (Instead of wooden fences)
- Added decals (ALOT!)
- cube-maps
- Added little shack with little graveyard (For scenery mostly, it has automatic cover spots so should you get close
the unit will automatically get in position behind the fence! )
- CPU player now plays normally (Builds more stuff etc etc..)
- Made the Factory/storage Lighter
- Added Crate spawn locations ( 1 per player)

EDIT: 12 mar 2013* V1.3

-Made dirt roads.
-Made an extra enter-able building
-Fixed roof not appearing ( added 1 sec delay to appear and disappear )
-Fixed decal problem on stone walls.
-Removed* multiple map boundary's
-Removed* Water from center ( A bit laggy for now )
-Added readme! to download.
-Added some textures.


Next weeks To do list:
- Fix decals (Fixed 1.3)
- Optimize map (Center of the map)
- add another enter-able building (or 2) (3 more to go)
- Add day and night cycle NOT POSSIBRUE
- Fix bugs from feedback
- Add something new in the empty area

Installation:
- Copy the .bsp .nav .res .bin in the mods maps folder : C:\Program Files (x86)\Steam\steamapps\sourcemods\hl2wars\maps
- Open the materials folder in Winrar or 7zip, and Copy the "FOLDERS" aka "overviews" and "vgui" and paste them here : C:\Program Files (x86)\Steam\steamapps\sourcemods\hl2wars\materials


Bugs>>>>>> Make sure to post them here :)

- Notice
in-case of Rebel engineers not building or just standing there in front of building queu is not my part to fix,
rather the dev's should take a look at that.
to fix it just select the engineer and move him a little back.

OLD SCREENIES!!!!!!!!!!!!!!!!!!@####### (not very well taken though, suggest downloading to see for yourself, bad photos etc.. etc..)
http://www.moddb.com/members/ancientterra

I Will need FEEDBACK to continue, so please post them on my moddb profile or just here in this thread!
WILL UPDATE EVERY WEEK TILL ITS DONE

MAP UPDATED TO VERSION 1.3 YOU NOW MAY DOWNLOAD! 12 mar 2025
https://dl.dropbox.com/u/43670315/maps.rar

THERES A README! FILE IN THE .RAR READ IT IF YOU CAN'T GET IT TO WORK PROPERLY AKA INSTALL IT CORRECTLY!



SUBSCRIBE To this thread for updates :)
Last edited by Ancient on Tue Mar 19, 2025 12:02 am, edited 17 times in total.
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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ProgSys
Developer
Posts: 227
Joined: Mon Dec 17, 2024 10:24 pm

Re: Hi again ^^ Hlw_Broad

Postby ProgSys » Sat Jan 26, 2025 10:06 pm

Hi,

i think it's too dark, overall lightning needs some work. But I like the enterable buildings.

Also i quickly made a basic minimap. ^^
https://dl.dropbox.com/u/33065226/game/hlw_Broad_minimap.rar
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Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Sun Jan 27, 2025 8:08 pm

ProgSys wrote:Hi,

i think it's too dark, overall lightning needs some work. But I like the enterable buildings.

Also i quickly made a basic minimap. ^^
https://dl.dropbox.com/u/33065226/game/hlw_Broad_minimap.rar


Hey thank you very much! Had so much troubles with that minimap :D
Also thank you for the tip, though the game it self got a field of view, so it makes it darker automatically i think.
i'll try something :)


EDIT: Updated the map
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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pandango
Contributor
Posts: 690
Joined: Mon Dec 29, 2024 12:54 am
Location: Noord-Brabant, Netherlands

Re: Hi again ^^ Hlw_Broad

Postby pandango » Mon Jan 28, 2025 6:51 pm

looks nice, I like the darkness, it really gives the map a nice atmosphere. you do need to place some npc clips in the fences next to the road as my units are trying to navigate through them.
the map looks promising so far, keep it up.:)
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Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Tue Jan 29, 2025 1:20 am

pandango wrote:looks nice, I like the darkness, it really gives the map a nice atmosphere. you do need to place some npc clips in the fences next to the road as my units are trying to navigate through them.
the map looks promising so far, keep it up.:)


Thank you! ;)

Changed the fences to walls,
Now the AI navigation should be just about perfect! 8)
Hope you like it !
-----------------------------------------------------------------------
This thread above will automatically be updated if i do something new,
So if you downloaded this map please be checking :wink:
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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ProgSys
Developer
Posts: 227
Joined: Mon Dec 17, 2024 10:24 pm

Re: Hi again ^^ Hlw_Broad

Postby ProgSys » Sat Feb 23, 2025 10:14 pm

Some bugs:
  • The roof sometimes does not disappear.
  • Your "func_map_boundary" seams to be wrong, it looks very strange on the minimap.
User avatar
Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Sun Mar 03, 2025 5:52 am

ProgSys wrote:Some bugs:
  • The roof sometimes does not disappear.
  • Your "func_map_boundary" seams to be wrong, it looks very strange on the minimap.


Some details ?
what exactly do you see ?
(Sorry for the late replay)
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

User avatar
ProgSys
Developer
Posts: 227
Joined: Mon Dec 17, 2024 10:24 pm

Re: Hi again ^^ Hlw_Broad

Postby ProgSys » Sun Mar 03, 2025 9:07 am

Ancient wrote:Some details ?


The roof sometimes does not disappear, you can't look inside. Why you can't look inside, I dont know.


Your "func_map_boundary" seams to be wrong, you see it multiple times on the minimap:
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Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Sun Mar 03, 2025 4:27 pm

Your "func_map_boundary" seams to be wrong, you see it multiple times on the minimap:


i'll get right on it :)
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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pychnight
Posts: 22
Joined: Fri Nov 23, 2024 11:09 pm
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Re: Hi again ^^ Hlw_Broad

Postby pychnight » Tue Mar 05, 2025 12:50 pm

Yeah, Good start for your level keep it up if you want you can always open my older maps for hl2 wars and take a look at how they where made. there not really the best maps out there but there open source :).

Here are screens of some lighting i did in the past, though it's pretty still pretty bad.





there are plenty of useful lighting tricks you can use to make lighting look interesting but you got a very interesting map, so far. Keep up the good work.
User avatar
Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Wed Mar 06, 2025 5:51 pm

I would love to see some of those maps, if you could upload some of them anywhere that would be so sweet! :mrgreen:
Lighting has always been my weak side, so if you got any map that's got A huge amount of lights, please share your knowledge 8)
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

User avatar
Ancient
Posts: 57
Joined: Fri Jan 25, 2025 5:09 pm
Location: Goiania. GO. Brasil

Re: Hi again ^^ Hlw_Broad

Postby Ancient » Tue Mar 12, 2025 4:48 pm

Map updated, now with a bit more detail on it 8)

!!!!UPDATED ABOVE!!!!
NO NEED TO read this!


Update 1.3

-Made dirt roads.
-Made an extra enter-able building
-Fixed roof not appearing ( added 1 sec delay to appear and disappear )
-Fixed decal problem on stone walls.
-Removed* multiple map boundary's
-Removed* Water from center ( A bit laggy for now )
-Added readme! to download.
-Added some textures.

IMAGE:





PARTISAN BITCHES :D

Also, if you noted some misplaced lightning on the walls it'll be fixed by the end of the week.
I got a page where i post Source Engine stuff i make. you can take a look here: http://www.moddb.com/members/ancientterra

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pychnight
Posts: 22
Joined: Fri Nov 23, 2024 11:09 pm
Contact:

Re: Hi again ^^ Hlw_Broad

Postby pychnight » Wed Mar 13, 2025 7:55 am

my older maps are pretty dated (2008), i have been mostly lurking around here every so often. I mostly develop levels for other games now. I still occasionally mess with valve hammer editor when it allows me. it tends to crash a lot compared to unreal and crysis level editors after using the forums search button here is all the maps, i developed in a very short time. (usually 1-2 months per map)

wmp_descent (Sep 20, 2024)
viewtopic.php?f=5&t=305

wmp_2shore *oct 13, 2008, 10:35 am* Final!
viewtopic.php?f=5&t=446

after reading the topics and yes, i was working on at max 6-7 levels at once, most of them where just concept idea's that ether did not work out or gather enough interest to go into full production and here are a few unreleased concept maps.

viewtopic.php?f=5&t=545

the rest are on my hard drive still (at least i think).

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