Midnight
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Re: Midnight
Posted by Anomaly on Sat Oct 2nd at 1:27pm 2004


This is the third map I've made for HL. It's far from finished, but it's coming along well.

Your comments and critique are welcome.

The adjustments to the screenshots (as mentioned in the map description) were: 10% brightness, 35% contrast. It looked pretty good in-game but the screenies after conversion to 640x480 came out a little too dark, hence the adjustment.




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Re: Midnight
Posted by Orpheus on Sat Oct 2nd at 1:40pm 2004


? posted by Anomaly
It looked pretty good in-game but the screenies after conversion to 640x480 came out a little too dark, hence the adjustment.

solution, set your resolution to 640x480 before you play and screens will need no adjusting.. takes but a moment.

btw, 800x600 looks better, is you use XAT and keep them to about 50k

[addsig]




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Re: Midnight
Posted by ReNo on Sat Oct 2nd at 2:11pm 2004


The second and third shots look to have some interesting architecture, but the first looks rather simple in this respect. The lighting is dragging the whole thing down in my opinion, and the texturing isn't helping either with some really suspect choices being evident. You may want to look into using some light_spots, and also some small accentual lighting that adds spots of colour to certain areas. Looks like a reasonably promising, if somewhat generic, deathmatch map.
[addsig]




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Re: Midnight
Posted by Anomaly on Sat Oct 2nd at 3:16pm 2004


Yeah, I wasn't too happy with that hallway either. I'm working on changing it around some as well as giving it an alcove.



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Re: Midnight
Posted by Spartan on Sat Oct 2nd at 4:54pm 2004


Texturing stays to together but the hallways are still a little bland. I understand these are early screens so if we could see some pics of open areas and not just hallways it would help to determine what the map will be like.



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Re: Midnight
Posted by Anomaly on Sat Oct 2nd at 5:18pm 2004


ReNo:

That hallway has been totally replaced, now, and a new image is in the spot of the old one. Let me know what you think.

Spartan 34

Screen 2 is an open area, but it isn't quite finished and is still a little cramped. I'll try to improve the hallways more.




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Re: Midnight
Posted by Orpheus on Sat Oct 2nd at 7:52pm 2004


? posted by Anomaly
That hallway has been totally replaced, now, and a new image is in the spot of the old one. Let me know what you think.

one should never replace images, it confuses and/or cheats the others whom come in late.. suppose you took reno's advice, but 10 hours later cash came along and had an idea for the hallway, but.. couldn't know he did cause the screenshot is gone.

add new shots don't remove them.. i suppose though, that if you deleted the area, its moot

[addsig]




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Re: Midnight
Posted by Crono on Sat Oct 2nd at 9:11pm 2004


You can delete shots, just post which shot you deleted and replaced, or link it outside. The reason why I say this is you can only have 5 shots uploaded on the pit so it'd be retarded to have the same hallway with before and after shots on an unfinished map. [addsig]



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Re: Midnight
Posted by Orpheus on Sat Oct 2nd at 9:21pm 2004


? posted by Crono
You can delete shots, just post which shot you deleted and replaced, or link it outside. The reason why I say this is you can only have 5 shots uploaded on the pit so it'd be retarded to have the same hallway with before and after shots on an unfinished map.

sorry, my bad, i have a pit, i can post a hundred screens, i forget some cannot

[addsig]




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Re: Midnight
Posted by ReNo on Sat Oct 2nd at 10:22pm 2004


The new shot is definately an improvement, however that blue spotlight texture on the left is awful when made that obvious. Check out ~spotblue for a slightly nicer blue spotlight. That said, I don't think either will look good in this scenario.
[addsig]




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Re: Midnight
Posted by Spartan on Sun Oct 3rd at 2:12am 2004


The first shot looks like it would be easy to get stuck on the walls.



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Re: Midnight
Posted by Crono on Sun Oct 3rd at 5:01am 2004


It's probably clipped though.

I think overal it just needs some more interesting textures, because the architecture looks decent enough. [addsig]




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Re: Midnight
Posted by JFry on Sun Oct 3rd at 6:06pm 2004


Yes the architecture is pretty nice but the textures could be better, particularly the trim on the arches in the second pic looks out of place to me. Also I think you're lighting is a little too functional. Try to add more contrast and move the lights around so they highlight the brushwork better.



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Re: Midnight
Posted by Anomaly on Mon Oct 4th at 5:49am 2004


Ok, I went out to Wadfather and picked up a ton of new textures. Hopefully I'll be able to find something within the spruce up the texturing.

ReNo

~spotblue? Where's that? I searched the forums for it, found nothing.

The blue spots in that portion of the hallway have been removed. The white spots are still there, as are the blue spots further along in the hexagonal hall. I'm still working on finalizingthat hexagonal hall, so don't put too much stock in how it looks currently.

I've added and changed a bunch of stuff; I'll post some screenshots tomorrow or so. And this time, I'll post them in the thread and link them off my site, just for Orpheus.




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Re: Midnight
Posted by Cassius on Mon Oct 4th at 6:08am 2004


The problem here is that beneath all the crazy geometry, it's pretty plain. Along with new textures, it could use some more logical, human architecture - right now, some parts look like a jumble of ill-fitting, crazy shapes.





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Re: Midnight
Posted by ReNo on Mon Oct 4th at 10:27am 2004


Its a texture, search the HL wad for it in hammer Since you have removed those lights its not a big issue however.
[addsig]




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Re: Midnight
Posted by Orpheus on Mon Oct 4th at 10:36am 2004


? posted by Anomaly

~spotblue? Where's that? I searched the forums for it, found nothing.

*as i wipe up the last of the pee from the floor, i wonder.. where exactly do these guys come from*


just for Orpheus.

actually, if thats your only motivation...i think you missed the point, entirely. still thats no crime i guess.

[addsig]




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Re: Midnight
Posted by Anomaly on Mon Oct 4th at 2:15pm 2004


Thank you, ReNo, I had no idea if you were talking about a texture, a tutorial, a prefab model, or what. I also appreciate that you're willing to help someone out who is new to all of this, who got into Half-Life mapping late in HL's lifespan, and that you do not make them feel like a moron for missing the obvious. Thank you, ReNo, for your help.

Too often these days, the internet is filled with twits who feel like it is their duty to just hassle people and ridicule them. It must be compensation for something else they're lacking in their lives, because they certainly offer nothing constructive in their criticism.

Not that there's any of those types around here.

Just sayin'.




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Re: Midnight
Posted by Orpheus on Mon Oct 4th at 2:21pm 2004


be careful whom you alienate bud, you never know exactly how much experience that may cost you :/

by my count, at least 6 people helped you out this time, next time it might only be duncan.

not that, that has happened here mind you..

[addsig]




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Re: Midnight
Posted by Adam Hawkins on Mon Oct 4th at 3:00pm 2004


I kind of agree with Cassius - while there are some nice shapes being thrown about, it needs a bit of consistency, rather than trap you might fall into of 'the triangle corridor that leads to the square corridor' etc.

Get some consistent design (doesn't have to be the same everywhere, just some kind of linking theme), and definitely work on the textures as it just seems like one big concrete slab at the moment. If you're intent on keeping those textures, you might want to play around with the lighting a little more to add a bit of life to it

[addsig]





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