






Thanks for the advice guys, I think if I turn down the texture lighting a bit, it should create more contrast to the area, I still have to add the train, security booth and entrance into The Hive, along with some barrels, metal crates, and forklifts. If anybody has links to some better textures, it would be great if you could post them.
This is one of my first maps and I appreciate the constructive criticism. I'll keep updating the map profile as I complete and tweak the different sections of The Hive.



I'm a fan of Resident Evil. Good luck to you! Hope it works out well. ![]()


*sigh*
I really don't think it's a good idea to make a map for HL2 before the game is released. It's unlikely to transfer well.
It's rather like trying to make a rich, dark painting in watercolour and then "port" it to oil paints. They are different media; they require different techniques.
Either make a map that works within the constraints of HL1, or wait for HL2. What you have at the moment is a bad map for HL1, and realistically that's all it will ever be.

i do believe that its only the basic world geometry that you will be able to port to hl2. all of your textures will need to be re-done, as will every entity(point and world)
so if you were to delete all your point entities, and move all your brush entities back to world brushes, then retexture everything with aaatrigger, you will be left with what can get ported.
which wont be much.
| ? posted by Gollum |
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*sigh* I really don't think it's a good idea to make a map for HL2 before the game is released. It's unlikely to transfer well. |
First off, porting HL1 maps to HL2 maps should be fine. Read the VERC faq on the Source engine. All you have to do is re-model and re-texture the map. At this point the map has no models, or point entities, and needs to be re-textured anyways.![]()
Its rather like taking a rich, detailed photo of a concept, and then "port" it to Half Life, different media that compliment each other.
Secondly, this map works great within the constraints of HL1 as long as you have a post 98' computer. If not you can probably pick one up for under a hundred pounds. Realistically you have no idea how good this map plays for HL1 because it is just a beta, and you havn't played it. Your basing your comments on a couple of very early screenshots.

Hohoho! This should be interesting *rubs hands with glee* Let me be the first.
| ? posted by Smoke |
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First off, porting HL1 maps to HL2 maps should be fine. Read the VERC faq on the Source engine. All you have to do is re-model and re-texture the map. At this point the map has no models, or point entities, and needs to be re-textured anyways. |
Have you seen the engine? Do you know how to retexture the map? Heck, we don't even know whether the texturing works the same way. Heck, we know NOTHING because it hasn't been released yet. And no, a leaked alpha is not the game.
And besides, texturing is probably half the work in a HL map. So you have less than half complete...
| ? posted by Smoke |
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Its rather like taking a rich, detailed photo of a concept, and then "port" it to Half Life, different media that compliment each other. |
There are certain restraints to computer games. Things like "We don't have an infinte number of polygons to work with" and "Games cannot compute mllions of photons working at the speed of light". Little things like that. It helps to know the capabilities of the engine before starting off on making something look more "realistic". So You can't port a "rich, detailed photo of a concept" without losing some of that richness and detail. You really need to learn how to work with HL for making the best maps. You can't port reality.
| ? posted by Smoke |
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Secondly, this map works great within the constraints of HL1 as long as you have a post 98' computer. If not you can probably pick one up for under a hundred pounds. |
Simple question. What are the r_speeds in each of the pictures? Anything greater than 1500, and you're screwed. Because no matter what, the engine can't handle it very well. Games are not designed to scale infinitely based on GPU specs.( And a hundred pounds is a huge lot of money to play a game.)
| ? posted by Smoke |
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Realistically you have no idea how good this map plays for HL1 because it is just a beta, and you havn't played it. Your basing your comments on a couple of very early screenshots. |
I can tell you with enough confidence that it probably will play bad. I see a room FULL of carved cylinders and pointless detail (the wall lights). That's enough reason for me. Fix it, or prove me wrong. And No, "My GEFRCOE FX5900 pwns j00000!!11" is not a valid reason.
Like Vash said: "Welcome to the snarkpit. We'll eat your legs"

Smoke, you can take my advice or leave it. It happens to be very good advice, from someone who knows about pushing a game beyond its normal limits. But it's up to you.
Go ahead and prove me wrong; until you do, I maintain that this method of mapping is a grand waste of your time.

Some images in this post have been automatically down-sized, click on them to view the full sized versions:
| ? posted by fraggard |
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I can tell you with enough confidence that it probably will play bad. I see a room FULL of carved cylinders and pointless detail (the wall lights). That's enough reason for me. Fix it, or prove me wrong. And No, "My GEFRCOE FX5900 pwns j00000!!11" is not a valid reason. Like Vash said: "Welcome to the snarkpit. We'll eat your legs" |
Carve isn't part of my vocabulary, and I appreciate the advice!!!, thankyou and keep it coming. This pillar was made at 24 sides apiece, I could cut the w_polies in half if I switch down to 12, that would bring the r_speeds to about 1500 w_polies. I could also cut the amount of wall lights down. Smoke a J and relax a bit guys.

Well, if you can get the r_speeds low enough, it will work fine for HL. Good luck; the sooner you cut down on polygon counts, the more likely it is that they will be low enough in the final version. If you leave the r_speeds reduction until the last minute, then you may have to start all over again (there's only so much you can get from tweaking; already you are thinking about rebuilding some architecture).
And thanks for your kind offer, but sadly spliffs and essays about modal quantification don't go well together ![]()

speaking as someone who has had to repeatedly re-texture other peoples maps on several occasions, i can tell you this... not making a map for HL2 on the pretense that you might have to re-texture it is a poor choice, it can be done, and would be easier since its your map to begin with, i have re-textured several maps in the past 5 years, and none of them were my creations, it was tedious, but not overwhelmingly so.
the stolen alpha hammer has the option of, using the HL2 materials wads, or the HL1 wads, by simply clicking it into the path.. maybe the released version will too.
as to the engines ability to render, it is on several magnitudes greater than HL1 in its ability to draw without slowing down, but no where near U2's ability, as per the alpha, which i suspect, consist of maps not fully compiled properly, so the engine works harder than necessary.
even if porting ends up being a chore, IMO its worth the effort, if you bare in mind some bits of info..
1) the entities will not be the same.
2) the materials will have alternate settings, to allow for wood to act like wood, stone like stone, and steel as steel.. you will need to render these once its ported.
3) from what i have seen, large portions of the HL2 maps are not constructed from world solids as in HL1, you may be forced to reconstruct things such as stairs and brick-a-brack, in order to render a quality release.
anywho's even if i am wrong on all counts, any mapping at all, is good mapping.. keeps those creative juices flowing so to speak..
/ 2 cents
[addsig]
| ? posted by Smoke |
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Carve isn't part of my vocabulary, and I appreciate the advice!!!, thankyou and keep it coming. This pillar was made at 24 sides apiece, I could cut the w_polies in half if I switch down to 12, that would bring the r_speeds to about 1500 w_polies. I could also cut the amount of wall lights down. |
Okay, A few more things I could think of to help:
I wouldn't know anything about porting it, so Orph's advice is definitely much more authoritative on that. Good luck with it anyway

