hey whats up.
Just wanna say hi. im new to this site and forums. looking forward to playing some of these maps ive seen from this site.
thanks
[addsig]hey whats up.
Just wanna say hi. im new to this site and forums. looking forward to playing some of these maps ive seen from this site.
thanks
[addsig]yeah.
in the end though its all going to be in all black and white. im going to strip the colors out of the halflife wad and make it custom.
so mulitshaded and textured.
at least so far thats the plan.

-Pic 1: The hole in the wall is far too square. in general the rubble doesn't look very realistic, particularly as there is no real debris laying around.
-Pic 2: The glass seems to glow, you may want brighten up that area so that it isn't so noticeable. it too dark in that screen anyway.
-Pic 3: You appear to be using entities for those floor lights. I'm not one of those who thinks ent lights are evil, but in this case you really should do texture lighting
-Architecture: good job so far, you are doing well with keeping a blocky theme interesting. that can be a real challenge.
-Lighting: Generally flat. you need to experiment with both texture lights and Light_Spot entities. I terms of lighting mood I like that darker picture which I mentioned earlier. You can brighten it up without destroying the mood by making a spot light shine down from that hole in the roof or something similar. Don't think light or dark. think contrast. you want light and dark mixed together into yummy atmospheric goodness.
Good work so far!
Oh, I almost forgot. loose those crates entirely. Insipid cubes will not do your map any favors unless you are absolutely sure the fit the theme, and you place them logically. Using them simply to make rooms less empty is horrible.
[addsig]
oh
if any want to playtest this map let me know.
im running a server that i will be testing out my maps on consistantly.
hardly near done but input is welcome. new versions will be avaialble almost daily. so be sure to delete the old ones.
the game is half-life and the server called dead again and password is black
well thanks. email me at shayne@ptd.net for suggestions
For new person to mapping, Im quite impressed, you deff came to the right place if u want to learn to map ![]()
thank you very much for the critisms and the compliments.
i looked at the tutorials for the textured lighting and such. especially the glass one.
dont quite it but will.
yes these rooms are blocky but i have plans to liven it up.
the main rooms which are test areas for weapons will be differant and fun.
the whole theme is going to be around a botched experiment that made the immeditate area black. gonna do like black and white color scheme in the main room. than branch off from there with grayscale textures than at the fringes colored textures. this coupled with shock that destroyed certain sections of the buliding.
yes the boxes and crates are nessacary. its to a elevator shaft with climbable cables and such. it works in well. already got rid of my glow in the dark glass. lol.
boxy but very three diminsional so far with varying heights.
r_speeds high. some at 1000 max. but im gonna cheat with hint brushes. so. most are at 700/600. but my theme is fun. fun with a artistic/imaginetive flair.
no im not new to mapping. i suck at doing the entity work. did it years ago so. but i enjoy mapping too much.
but yeah seems this is a very good site for mappers.
yeah ill have to post the ip.
thanks again.
oh that and the dark room that you said..half done. corridor leading to stairs downward will give me the lighting i need.
again im going to check into your suggestions about the lighting.

| ? posted by ReNo |
| Do you understand how to use hint brushes? A lot of people who don't, think that they can miraculously reduce your r_speeds, and while occasionally this is true, they certainly can't always be used to great effect. |
Agreed! HINT brushes have some ingenious applications but they are rarely effective at reducing polygon counts. It is certainly a bad idea to rely on them as a "last-minute save".

no..but i will. no im not looking for a last minute save. 1000 is my limit. but fun is my main theme. just gonna tweak it.
read where some feel with todays machines 1000 should be top limit. so.
right....i always try to keep r_speeds in mind. i agree. 700 to 800 its all around. just my elevator shaft is kinda high. 1060 some.
but i gotta keep that...too damn fun. lol.
played around with hint brushes years ago and its without a doubt the engine drawing too much before its seen.
i dont know how you guys do r_speed checks but i stand in the farthest areas and try to get as many brushes as i can on screen. taking into account the engine dynamics.
can wait till half-life 2...that lod engine is gonna rock.
oh and its a lab thats new that got hit by a shock wave. the blue is gonna be a very predominant theme. well it could change. hahaha

| ? quote: |
| HINT brushes have some ingenious applications |
