Posted by Flynn on Tue Jan 9th at 4:26pm 2007
Just Kidding
Posted by reaper47 on Tue Jan 9th at 5:25pm 2007
I also doubt that the combine would keep using clean concrete walls after they removed everything. There would either still be some huge junks of stuff ripped off the ground left or they replaced it with a more efficient combine metal structure. What's typical for combine architecture (and interesting map brushwork since HL1) is a bit of asymmetry. Try to place buildings like mountains rather than castles. It's likely the place has been built in several stages, that architects had to improvise or build stuff on top of other buildings. This would make it look more "grown" and monumental.
The place is just too clean for humans and too dirty for combines. You could try and make the combine and human architecture "clash" together more. Right now they intersect with each other so cleanly it looks very artificial. Think of what the place was before and then how and where the combine would have smashed parts to pieces to "integrate" their combine equipment.
Again, don't put things in the map, try to re-build what's there. Big things, many big things. In the background. Then, and only then, go to detail, adding decorative props ect.
That's just my currently preferred way of doing things like this.
Posted by Flynn on Wed Jan 10th at 10:56am 2007
Hello Reaper47 I am finding this rather difficult to know where to get started. I think maybe you should do some drawings on the pictures showing where I should add stuff etc. I am not as advanced as you in my mapping skill so I need these concepts to be welded into my mind gradually
Just Kidding
Posted by reaper47 on Wed Jan 10th at 11:30am 2007
The left is probably what you're still trying. Put in things into the box to make it look more interesting. That's close to impossible and very tedious (I remember). The right is what could be easier. Not easier to do but ultimately easier to get interesting shapes.
The borders are what's most important. Try to avoid them being too simple and long. Also add some different heights.
Posted by Flynn on Wed Jan 10th at 11:51am 2007

Just Kidding
Posted by reaper47 on Wed Jan 10th at 12:04pm 2007
But usually vis-blockers and visual landmarks are almost the same. You could place a building in the middle here (it could even be walked into if you can't see from one entrance to the other). If the building's high enough it could be a nice vis-blocker and look half-way natural.
I'd even make the layout that way if vis-blocking wasn't an issue.
Posted by Flynn on Sat Jan 20th at 1:22pm 2007
I totally suck at this. Here are some more screenshots that I've taken from a new map:





I've got two areas at the moment and I also want to populate a third area. The first bit is where the player arrives outside and the second bit is in one of the main areas staging areas. It still looks abit square to me, which I am encountering problems combating:(
Just Kidding
Posted by Jimmi on Sat Jan 20th at 7:00pm 2007
Don't we all.
Either you haven't compiled you map yet, or you have one really s**tty graphics card.
/dont take offense
Posted by ReNo on Sat Jan 20th at 7:07pm 2007
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Posted by Flynn on Sat Jan 20th at 9:13pm 2007
Just Kidding
Posted by Orpheus on Sat Jan 20th at 11:08pm 2007
Shoot. With all the dead image links, this thread looks horrible anyway.
Flynn, can't you get a host that permits hotlinking?
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Posted by Le Chief on Sat Jan 20th at 11:34pm 2007
Posted by Gwil on Sun Jan 21st at 1:04am 2007
Go go go!
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