Posted by fizscy46 on Sat Aug 21st at 4:59am 2004
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]
Posted by Biological Component on Sat Aug 21st at 5:34am 2004
Posted by fizscy46 on Sat Aug 21st at 5:50am 2004
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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Posted by fizscy46 on Mon Aug 23rd at 5:54am 2004
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]
Posted by Tracer Bullet on Mon Aug 23rd at 7:07am 2004
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Posted by fizscy46 on Mon Aug 23rd at 7:16am 2004
Going to compile it overnight and post updated screenies [addsig]
Posted by Ferret on Mon Aug 23rd at 7:23am 2004
Posted by fizscy46 on Mon Aug 23rd at 7:29am 2004
Surprisingly enough, that hall only had one leak, and it was because the roof was misaligned. [addsig]
Posted by Campaignjunkie on Mon Aug 23rd at 8:01am 2004
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

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Posted by fizscy46 on Mon Aug 23rd at 9:08am 2004
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]
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]
Posted by Knare on Mon Aug 23rd at 9:33pm 2004
btw nice screen [addsig]
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.
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Posted by fizscy46 on Mon Aug 23rd at 10:07pm 2004
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]
Posted by ReNo on Mon Aug 23rd at 10:18pm 2004
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Posted by fizscy46 on Mon Aug 23rd at 10:20pm 2004
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]
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.
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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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