[Redundant] wmp_thebridge V1.0

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BiotecVirus
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[Redundant] wmp_thebridge V1.0

Postby BiotecVirus » Sun Jan 06, 2025 6:42 pm

V1.0 of wmp_Thebridge

Level redundant and will not being going through an upgrade for a newer version.

Features
Full version of 1.0 wmp_thebridge notes. The updates to the map are as follows...
-Fixed more Navigation Mesh problems
-Added more displacements to make the land seem more realistic
-Extra Episode 2 content
-The Fixing of the level working with map "room"
-General Bug Fixing
-and More!

Video of wmp_TheBridge Pre-Alpha version
http://s269.photobucket.com/albums/jj77 ... ootage.flv

The map is based around quite a large bridge in which there are mutiple command points based along it which need to be controled to help progress of your faction (Rebels or Combine) onwards over the bridge. The Objective is to Hold all the Command points and eliminate the enemy.

The bridge has some underleading paths to make flanking possible around gun turrets and where the two players stalemate. Also maybe in a furture version i will widen the river to allow possible boats to travel accross the river and to attack the enemys base from behind.

Map Information
Map size: Medium to large
Gamplay Length: Long
Starting Resources: 1000
Notes: Possibly not too Car/Tank/Strider Freindly at the moment.

Planned Things.
-More realistic looking hillsides and buildings areas geomatary wise (Just about done)

Latest Bugs
None

Fixed Bugs

Water renderisation
Combine Dropship not flying to final point after Troop Dropoff
Combine Dropship spawing but getting instantly stuck in the ground
A Geomatary error not allowing the map to be complied correctly
A Map leak where the level would complie but not place the majority of the props.
Lighting Error were a shadow of the heli is beamed accross the level to the combine island.
Water flickers violently when you are inside it with the underlayer sand
Water under the bridge becoming part of the skybox.
A Small bug with a barrel exploding and crashing the game.

NEW! Pictures.

















Regards BiotecVirus
Last edited by BiotecVirus on Mon Dec 21, 2024 9:47 pm, edited 22 times in total.
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Re: hl2wars_thebridge

Postby Sandern » Sun Jan 06, 2025 7:43 pm

Sounds cool
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Re: hl2wars_thebridge

Postby XxDanielxX » Wed Jan 09, 2025 3:30 pm

cant wait to try this Out :)
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Re: hl2wars_thebridge

Postby HellSpawn » Thu Jan 10, 2025 12:42 am

indeed, sounds awesome :D
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Re: hl2wars_thebridge

Postby BiotecVirus » Thu Jan 10, 2025 5:08 pm

Thanks for all this early support :D

I will not have made much more for the next comple of days becuase of exsams but when i can ill get straight back into making it.

And when i have enough things added ill will give you some snapshots of ingame footage of it so far and this i think will be comming shortly and a possible movie of it on youtube if i can get fraps to work better with Direct X 10.

Stay tuned :) for more information.

Regards BIotecVirus
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
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Re: hl2wars_thebridge

Postby BiotecVirus » Thu Jan 17, 2025 10:37 pm

*Update* *Update* *Update*

Please Read Start of post for update.
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
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Re: hl2wars_thebridge

Postby Sandern » Fri Jan 18, 2025 8:01 am

The bridge looks nice with the cars on it, but I think you got too many streetlights. It looks very repetive and it doesn't makes sense to me they are placed that close together?
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Re: hl2wars_thebridge

Postby BiotecVirus » Fri Jan 18, 2025 4:48 pm

The Reason there was so many lights was..
1. I did not think there was enough on the level to keep it fully lit but ive changed this now.
2. Lighting Experiments with some of the scenary.
I have removed about 50% of them so dont worry and also remeber its in its very early stages to it does not have much made yet hence why it looks repetive.
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
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Re: hl2wars_thebridge

Postby BiotecVirus » Wed Apr 09, 2025 9:16 am

New Pictures to see of "HL2Wars_TheBridge" =) becuase youtube kept darkening the dam video of it lol.
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
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Re: hl2wars_thebridge

Postby aceacs123 » Fri Apr 11, 2025 11:33 pm

nice this game needs more maps to test bad
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Re: hl2wars_thebridge

Postby world_of_halflife » Sat Apr 12, 2025 12:20 am

it's... it's... BUETIFUL! I FIRST THOUGHT IT WAS JUST A NORMALL PICTURE TAKEN IN REAL LIFE!!!! :!: :!: :!:
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Re: hl2wars_thebridge

Postby BiotecVirus » Sat Apr 12, 2025 11:38 am

IF this is a suprising comming from me and that saying that i have alot left to do and it already looks really realistic then think of the final outcome :P + thanks for the extra support =)
"There are 10 kinds of people in the world, those that understand binary and those that don't."
"The Imperial Guard doesn't dig the enemy out of fortifications. It blasts them out, then occupies the craters." ~Sonsoftauras
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Re: hl2wars_thebridge

Postby Zionner » Sun Apr 13, 2025 10:45 am

Hey Biotec I know a bit about Mapping, so If you want any help with your map, I'll help! :)
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Re: hl2wars_thebridge

Postby greywolf » Sun Apr 13, 2025 2:05 pm

wow that is looks preety sweet :P
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Re: hl2wars_thebridge

Postby world_of_halflife » Sun Apr 13, 2025 3:30 pm

Are the rebels going to have helicopters :?: :?: :?:
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