Black
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Re: Black
Posted by mrnatural on Tue May 4th at 1:32am 2004


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]




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Re: Black
Posted by EDEdDNEdDYFaN on Tue May 4th at 1:33am 2004


It looks pretty nice but...the blue looks...so...ugly? [addsig]



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Re: Black
Posted by mrnatural on Tue May 4th at 1:43am 2004


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.





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Re: Black
Posted by parakeet on Tue May 4th at 2:01am 2004


the crates are neat but just one suggestion .. i doubt all the crates would survive after everythin else would splode [addsig]



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Re: Black
Posted by Tracer Bullet on Tue May 4th at 2:32am 2004


-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]




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Re: Black
Posted by mrnatural on Tue May 4th at 2:33am 2004


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





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Re: Black
Posted by Crackerjack on Tue May 4th at 3:03am 2004


For new person to mapping, Im quite impressed, you deff came to the right place if u want to learn to map

[addsig]




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Re: Black
Posted by Vash on Tue May 4th at 3:11am 2004


I like the overall feel of the map. It seems low in texture quality, and brush work - but the ambience the pictures portray seems to be high. [addsig]



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Re: Black
Posted by JFry on Tue May 4th at 3:15am 2004


is that server on WON? If not could you give an IP address? I'm having trouble finding it.



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Re: Black
Posted by ReNo on Tue May 4th at 12:45pm 2004


I wouldn't call the blue ugly, I WOULD call it clashing with its surroundings though. It could work if the rest of the map didn't look like some dirty industrial area - how the hell did the blue stay so clean?! I appreciate that you are turning it black and white though, so its not an issue.

Otherwise, I think it looks quite cool - the blue structures provide a sense of integrity to the rooms, they feel solid and supported, unlike a lot of empty box rooms we see as the first shown work of most authors.

In the first shot, is that hole in the wall a window that has been bust up a bit, or is it just a blown up wall? If it is the former, give it a frame around the non-bust up bits, as some of those textures look wierd just ending in the middle of their pattern and a trim would help. If its the hole, then try and make the edges less straight.

In the second shot, the glass is much too bright compared to the rest of the scene. What render mode have you set it on? It should be texture, and try a render amount like 64 or 96 to make it quite subtle. The scene definately needs at least one light in it too - be it a fixture or just light coming in through the hole in the roof or the window. [addsig]




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Re: Black
Posted by mrnatural on Tue May 4th at 1:12pm 2004


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.





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Re: Black
Posted by mrnatural on Tue May 4th at 1:17pm 2004


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.





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Re: Black
Posted by ReNo on Tue May 4th at 1:47pm 2004


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. [addsig]



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Re: Black
Posted by Myrk- on Tue May 4th at 1:58pm 2004


Give it spaceship futuristic textures and it will look a lot like the Pillar Of Autumn from Halo [addsig]



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Re: Black
Posted by Gollum on Tue May 4th at 1:58pm 2004


? 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".





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Re: Black
Posted by mrnatural on Tue May 4th at 2:06pm 2004


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.





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Re: Black
Posted by ReNo on Tue May 4th at 2:31pm 2004


I don't think there is any problem with hitting 1000, but you should still do all you can to keep it as low as possible for what you have in the map. If, for instance, you played a map that was basically just a box, and w_poly was up at 1000, that wouldn't be acceptable, but if you are playing a highly detailed level then 1000 is fine really. You don't wanna be up there TOO often of course... [addsig]



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Re: Black
Posted by mrnatural on Wed May 5th at 12:09am 2004


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





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Re: Black
Posted by wil5on on Wed May 5th at 2:14am 2004


If its an elevator shaft, and youre standing in a corner looking at the entire thing, 1060 is qute good. Just keep in mind that people who have to use software mode (theres not many) have a limit of 800, above that and the engine drops polygons. [addsig]



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Re: Black
Posted by scary_jeff on Wed May 5th at 9:32am 2004


? quote:
HINT brushes have some ingenious applications


They do? Like what?





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