Saturday, July 4, 2009

Love Hina: Hinata Inn Half-Life CS Map

Other screenshots can be found here

And so, another random update. Anyway, as always, I've found another unfinished work as I was organizing some things in the house. I did this map years ago, maybe around 2003~2004? Took me about (3 hours a day * 2 to 4 months) to make it. I've forgotten the last time I worked on it but the compile time took half a day using my old PC. The only thing I remember is that I didn't bother finishing Hinata Inn's facade because I couldn't figure out how to do an arc on QuArK without messing a lot of things in the map. Even now, a little bit of tweaking (adding arguments) in the compile program is needed to build the map.

I just finished the facade a while ago and updated the map. It took me 2 days to get used to QuArK again because I haven't used it since 2004. Things I basically wanted to add was HINT brushes to reduce the poly count being rendered but I still couldn't figure out how to properly add it... not to mention, HLVIS crashes everytime I include the HINT brushes in the things to compile even though I remember that I didn't had the problem before. I was forced to abandon that idea in the end. Some other things I wanted to add in the map were furnitures but I decided to abandon that as well. I played this map before with someone using an old PC and all I can say is it was somewhat slow... probably because there are a lot of visible stuffs that needs to be rendered on screen, specially the front of the house. But anyway, that was before and also using a phased out PC with a slow video card. I just tried this newly compiled map with an Intel Atom and built-in Intel GME945 Graphics PC... yup, it's a slow PC but I can rest assure you that the map is playable with such a low spec. So... why am I posting this? The only reason I have is that some mapper might get interested, take over and optimize the map and add stuffs other the ones I had in mind, and off course, to inform that there's a fan-made Hinata Inn map in existence (even though not much would care.) Anyway, questions and comments about the map are welcome.

Before I forget, these are the only arguments I added in the compile program.

HLVIS -full -estimate
HLRAD -chop 80 -estimate

HLVIS took 2+ hours to finish while HLRAD probably took around an hour using the specification I mentioned but I'm not sure how it will turn out to a much faster PC.

Anyway, you can download the map here

Compiled BSP Map

And this is for those interested in tinkering or updating or optimizing the map or exporting it to different games (not really sure if that would work though)

Source MAP+WAD file

And for those who don't know how to open the source map or wanna try the life of a mapper

QuArK Website

If you have any questions or inquiries, just contact me but don't expect an immediate reply.


  1. Do you happen to hve this map for Blender? I want to convert it into a stage for Miku Miku Dance.

    1. Sorry, don't have a Blender Format of this map, but I'll try to find a way to convert it :3

    2. I've finally find a way to convert it to Blender format. Retaining the UV Mapping and Textures. Although, I'll post another article once I've finished polishing it. Probably two or three days.

  2. If I don't reply in a week or so, assume that I didn't find any clue or have forgotten about it XD