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Articles tagged with mapping

PlanetPhillip Announces ‘HorrorVille’ Mapping Challenge

Modding & Development Half-Life
PlanetPhillip Announces ‘HorrorVille’ Mapping Challenge

As Halloween approaches, PlanetPhillip.com has today announced a new single-player mapping challenge for Half-Life 2: Episode 2 entitled “HorrorVille”.

The challenge will run from 12:00am Friday 17th October to 12:00pm (GMT) on Monday 3rd November, lasting 17 days.

The theme is obviously horror orientated and entrants are encouraged to make their maps as creatively scary as possible. The rules also require submissions to feature at least one weapon and enemy or one puzzle scenario, using only assets from the Half-Life 2 series of games.

The winner will be decided by a public vote and all maps submitted to a decent standard will have the chance to be included in a free HorrorVille mod after the challenge ends.

HorrorVille follows PlanetPhillip.com’s series of “ville” mapping challenges and competitions which compile publicly submitted single-player maps into free mods.

For more information, check out PlanetPhillip.com’s announcement post.

Community Spotlight: One 4 Nine

Modding & Development Left 4 Dead
Community Spotlight: One 4 Nine

“One 4 Nine” is a community created Left 4 Dead campaign made by Kevin “keved” Edwards.

It was originally released for Left 4 Dead in 2010, however it received a significant update in July this year. Since One 4 Nine’s initial release, it has been subject to critical acclaim, receiving a hefty 9.6/10 on ModDB and being elected as a “Featured Campaign” by Valve for it’s outstanding quality.

A Guide to Lighting in Source – Part One

Modding & Development Source
A Guide to Lighting in Source – Part One

Thanks to our previous Source tutorials you may have created an excellent map, but without lighting your players are going to feel left in the dark.

There are a range of different entities responsible for providing illumination in the Source engine, and the number and complexity of options open to you depends on which game you are mapping for. This guide will begin with basic lighting for Half-Life 2 and other Source 2007 games, before shedding some light on more complicated techniques.

Make Your Source Maps Glow with Cubemaps and HDR

Modding & Development Source
Make Your Source Maps Glow with Cubemaps and HDR

Is your map looking a little bit flat? Does it need that extra zing? Then High Dynamic Range can help you add that warm glow to your creation.

HDR is a subtle effect; a simple explanation is that is the effect of your eyes adjusting to a dark room after being in the bright outside. This means that darker areas will be darker initially, and will then rise to a brightness level more suited for interior gameplay. This dynamic balance of brightness adds contrast to your map, meaning an overall brighter and vibrant experience.

Peeling Back the Layers – Looking at Maps Differently

Modding & Development Source
Peeling Back the Layers – Looking at Maps Differently

Many of us will have played through most of Valve’s titles and enjoyed them. When we’re wrapped up in the action or the story however, the rules of the game we’re playing are almost invisible to us.

As a level designer it often pays to take a step back and look at the purpose of the content of a level. Why things are placed where they are, what do they add to the gameplay and what can we learn from them.