The G-Man Death (Multiple maps)
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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Sat Aug 21st at 4:59am 2004


What were you thinking man! Stupid stupid stupid!

Well, my compile time is actually aboot 2 1/2 hours when its just that big room, the large outdoor forest (Which is half the height and the same x/y area of the large room), and some subsidiary halls and tiny rooms.

My compile times tend to jump exponentially rather than linearly to my levels cubic volume. It'll take aboot 2 weeks to compile my 3rd G-Man level apparently. So I'm going to go buy a 512 DDR stick o' RAM [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Biological Component on Sat Aug 21st at 5:34am 2004


Buying a 512MB stick of RAM just to compile Half-Life maps faster... that's devotion. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Sat Aug 21st at 5:50am 2004


I'll probably also need it for when HL2 comes out [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by Gwil on Mon Aug 23rd at 12:34am 2004




here is a super duper annotated picture, ill do it to the rest when im not so tired.. lets see

basically, it doesnt look very interesting - it looks ok, but fairly plain, and a little odd in places (no doorframe, bottom right corner). if you wanna spice it up, try adding vents in the ceiling area above those lights.

give them support bars/hazard lights to enhance the detail further.. essentially vents, or vertical wall struts, for example, are large brushes (ie low r_speeds) made their best with colour, or innovative detailing.

also, you need a guard rail on that 2nd floor door, and possibly the stairs - and puit some supports under the platform, it just doesnt look right jutting out of the wall with nothing to hold it up.

finally, i personally would put the lights slightly higher, and definately change the texture for them.. the low res circular lattice thingy you have now has always been ugly :/

apart from that, it looks good. just build on what you have, and bring the map to life with realism and ambience
[addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 5:54am 2004


Personally I think we need more people that critique on maps that way. Extremely helpful if you paint a picture with msPaint (skillz yo).

Edit: I like this hallway I made.


you can't see it in this pic, but the orange on the walls is seperate from the grey with a ledge at the top of the orange [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Tracer Bullet on Mon Aug 23rd at 7:07am 2004


I like that last screen. It would look really cool if you were to place some light_spots pointing up from that ledge at inetervals. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 7:16am 2004


+volumetric light for added effect.

Going to compile it overnight and post updated screenies [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Ferret on Mon Aug 23rd at 7:23am 2004


lol thats how I critiqued crackerjack. I did some photoshopping to show him how to do some lights and then he went and did it and it looked swell. On his NS map that is.




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 7:29am 2004


You could make a details tutorial with a bunch of pain doctored level photos.

Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned. [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Campaignjunkie on Mon Aug 23rd at 8:01am 2004


Did some critiquing of my own, inspired by the great Gwil. Covered the whole screen in text. Whoops. "Bulky" comment refers to those ~8 unit "wires" holding up the lights. Kind of detracts from the area. Recommend you remove them and then move the lights higher up. Lots of light fixtures in Half-Life were floating in mid-air, and most people didn't seem to notice (especially me!)
Adding more cover and getting better flow between the floors will also probably solve the grenade problem, since the grunts will have somewhere to run to.

EDIT: Oooh, and scale down that floor texture in the Hammer screenshot, and consider using a different floor texture altogether as well.

I hope it's self-explanatory enough. Also hope it helps. Weee.

White = architectural/texturing
Blue = lighting
Green = gameplay




[addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 9:08am 2004


The prefab (I removed the garbage can, I didn't mean to put in the cleaning cart) is there for the shotgun really, cause it's the only idea I had for a way for the player to get it (They enter the room witth a crowbar. Not very useful for a battle against 8 grunts)

The hanging lights have gotten lots of praise for the way they bring out the 3 dimentionality of the scene, but I'll skinny up the wires.

Also, the grunts are quiet good at running up the stairs.


Other then that, I'll use all the tips Very nice, very nice indeed... For tommorrow, I'm tired right now.

As for the Hammer screenshot, that scaled up floor, as well as all the other floors, aren't done. [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 9:31pm 2004



Here an updated version of the last screen shot updated per what gwil said (Except the lights, cause I don't know if you mean the light texture itself, or the cups that hold the light)... Huh... I guess I forgot to turn the r_speeds off. [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by Knare on Mon Aug 23rd at 9:33pm 2004


is the first map 42% done or are all 42% done?
btw nice screen [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by ReNo on Mon Aug 23rd at 9:38pm 2004


If I were you I'd make some simple custom spotlights instead of using those standard little ones, they look a bit crappy.

Otherwise nice enough screenshot. I like the darkened ceiling and that looks to be a relatively interesting stairway. You should get more accentual lighting on the go though - lights that don't really effect the general lighting of the room but add dashes of colour to corners or areas of interest. The lights on the left hand side are good ideas but you should really have them turned on, and you may want to change them to a colour other than that the room is already using.

[addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 10:07pm 2004


They are on. The second one from the bottom also flashes on and off randomly. Don't know why there is no light, but they could use spotlights themselves [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by Knare on Mon Aug 23rd at 10:09pm 2004


? quote:
is the first map 42% done or are all 42% done?
btw nice screen

... [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by ReNo on Mon Aug 23rd at 10:18pm 2004


The texture you have used on the left side lights obviously don't have an entry in your texture light file, as they aren't lit up. [addsig]



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Re: The G-Man Death (Multiple maps)
Posted by fizscy46 on Mon Aug 23rd at 10:20pm 2004


Yes, sorry. The whole series is 42% done (Based on the percentage of each map that is done. I think I can update the 4th on another 10-15% because I've completed quite a big section of that map. As such, its now 43%.

By the way, anyone know a site that I can download sprites from that doesn't really on the f**ked up gamespy network? [addsig]




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Re: The G-Man Death (Multiple maps)
Posted by ReNo on Mon Aug 23rd at 10:30pm 2004


http://www.cryotank.net/maps/textures/index.html

Jinx has a load of sprites in a downloadable pack there.

[addsig]




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Re: The G-Man Death (Multiple maps)
Posted by fishy on Mon Aug 23rd at 10:33pm 2004


hehe, i thought i'd check before i posted the same link, and you just beat me to it.

some good info/examples on making your sprites axis specific there too.






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