Posted by Flynn on Sat Jan 6th at 12:40pm 2007
Just Kidding
Posted by Captain P on Sat Jan 6th at 12:53pm 2007
Well, thinking about it, the Combine would need a somewhat large area where both dropships can land and APC's can park. A cargo load area like seen in many transport companies looks appropriate, so you could use that as a base. Adding some light combine machinery here and there, and the occasional watchtower probably suffices. With some heavier combine structures for the landing pads or generally to reinforce the existing human buildings.
A place close to a highway for fast APC deployment and supply purposes, but relatively easy to defend. Try to think what sort of tactical decisions they would've made, based on their situation. Perhaps no such position was available and they decided to build a citadel-like transport hub themselves, possibly on top of some human infrastructure.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Flynn on Sat Jan 6th at 4:15pm 2007

Just Kidding
Posted by Flynn on Sat Jan 6th at 7:19pm 2007
Well I've made a test area that has an area and then a straight bit and then another area but it feels really weird. Here are so screen shots:

This is supposed to be a teleporter but something feels royally weird about it:

Should I be able to see things that are around a corner like in this picture?:

Here are a couple helicopters:

I made this first area and then a straight bit and then another area because when I make just a room in Hammer with a skybox people tend to say it's too square. Should I just focus on trying to make the box look room less square rather than making the layout un square?
Just Kidding
Posted by Stadric on Sat Jan 6th at 10:39pm 2007
As for making a landing strip look interesting, you should take a look at airport runways:
If you know where to find them, get some pictures of old Soviet landing strips, they're really interesting...for landing strips anyway.
As I Lay Dying
Posted by Flynn on Sat Jan 6th at 11:01pm 2007
No sorry that landing strip thing was just an example. I've decided on a new more square and rectangular map layout. Is it me or does this look more like an entity junkyard than a Combine "staging area"?:

Just Kidding
Posted by Captain P on Sun Jan 7th at 1:32pm 2007
I'd divide the base into several area's. Ground vehicle repair & maintenance here, dropship landing strips there, etc. Don't go for square squares, try to add some buildings here and there, or, better, use buildings to cordon off area's, e.g. make it more 'room-like', where each open spot between buildings becomes a 'room' or 'area'. Some fences here and there to make it look open.
Also, what I notice from those screenshots, you're hoping too much on the props to give your map an identity, a base feeling. But in this case, the architecture is what needs to do it. A base, and especially the way the combine do it (by combining
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Flynn on Sun Jan 7th at 8:30pm 2007
Yeah thanks for the advice lol I've seen some really amazing level design from you and people like you but I don't think I'll ever rise to that level but your advice is much appreciated. I know what you mean by "clever level design". The thing is I need to know what kind of an area the Combine have adapted for their evil purposes. Maybe if it was a car part or something then I'd have a big more to go on. But this is just a generic yard at the moment and in yards they wouldn't have buildings. If I were doing a sort of place I would try to do only the bits I needed in the real world and the buildings that block off the player from certain areas I would do in the 3d skybox is this a good idea or not?
Just Kidding
Posted by Captain P on Sun Jan 7th at 9:37pm 2007
I'd reserve the 3D skybox for things that are (much) further away), things the player would never really come close to.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Flynn on Sun Jan 7th at 10:26pm 2007
Just Kidding
Posted by Captain P on Mon Jan 8th at 8:35am 2007
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by wil5on on Mon Jan 8th at 10:28am 2007
Think about what the Combine would use for a staging area in a city. Warehouses are good. Perhaps a high-rise carpark, with landing areas on the top? Or even a a small airfield. The only problem with these is that they require large open areas, which are hard to keep practical and interesting. The closest thing I can think of in the game is the garage (fairly early on, I think it might have been around where you have to open the loch for the airboat but I could be wrong).
I think giving your map a story helps a lot. Get an idea in your mind of where the Combine are, what theyre preparing for, and ideas for what to put where should flow from that.
wil5on
member
1733 posts
323 snarkmarks
Registered: Dec 12th 2003
Location: Adelaide

Occupation: Mapper
- My yr11 Economics teacher
Posted by Flynn on Mon Jan 8th at 4:10pm 2007
Yeah, thanks for the advice Wil5son and Captain P. One thing that gets me about maps sometimes is that I know when somethings not right but I can't seem to pin point whats not right about it. Like if one where to have an outside map with no scenary in the background- that would look weird. I can never seem to make areas where people would really believe it's a "world" rather than a map. Take Lost Coast for instance: It is just made out of displacements, primitives and models. However the way they make that...I could only imagine.
Just Kidding
Posted by reaper47 on Mon Jan 8th at 4:32pm 2007
And this should really, really (really!) go into the maps forum. To "get more attention here" is probably the worst excuse to break the (already wonderfully simple) forum structure of this site.
Posted by Captain P on Mon Jan 8th at 5:20pm 2007
Uhhm, yeah, good you mention the use of different skyboxes.
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by FatStrings on Mon Jan 8th at 5:59pm 2007
FatStrings
member
1242 posts
132 snarkmarks
Registered: Aug 11th 2005
Location: USA
Occupation: Architecture Student
Posted by reaper47 on Mon Jan 8th at 6:29pm 2007
I think I'll give Terragen another shot and make a perfect blue sky for HL2. I haven't seen a single map for HL2 even trying that, so this could add a whole new feel to the HL2 map themes...
Posted by Captain P on Mon Jan 8th at 8:58pm 2007
Captain P
member
1370 posts
247 snarkmarks
Registered: Nov 6th 2003
Location: Netherlands

Occupation: Game-programmer
Posted by Flynn on Tue Jan 9th at 11:56am 2007
Well I've made a warehouse and mounted a Combine tower onto it(just ignore the miss aligned textures, it doesn't matter): 


And this is the bit on the Striders side of things:


It looks abit plain, don't ya think?
I'm hoping you guys are gonna tell me it's a step in the right direction. I would love to be able to make maps where the player feels like he's in something big. I think the best examples of this are in all Half-Life 1 based games because they didn't have the help of the 3dskybox. I haven't worked out what needs to go in the other area yet. If you guys could maybe give me some advice on what else I could populate the area I would be greatful.
Just Kidding
Posted by reaper47 on Tue Jan 9th at 2:25pm 2007
One tip: Do not populate your maps early on.
Don't hope you can fill large, empty places later with something interesting. Already make the most basic, outside, far-away, unimportant background walls, the most basic brushes that just keep the player from falling into the sky and make sure those look interesting. Try to ignore the later detail and get some interesting architecture in the most basic brushwork.
For example those walls in the background. They don't look too exciting. Just walls. And they'll always stay a key visual in the background, no matter how much you put in front of them. Try doing something with those walls! Some hight variations, non-right angled shapes... Huge buildings that intersect with them. Even ignore the 3D skybox for now. Just the border walls, ground ect. that will later become the background, the basic "skeleton" of your map. Think of it as the foreground for now.

Snarkpit v6.1.0 created this page in 0.0117 seconds.


