Warehouse
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Re: Warehouse
Posted by Junkyard God on Fri Dec 3rd at 3:19pm 2004


The glass stuff is cool but it's a bit weird , maybe there should be some sort of supports in it or a bar ontop?? ,it looks like just a loos piece of glass now tbh but it's a cool idea
[addsig]




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Re: Warehouse
Posted by ReNo on Fri Dec 3rd at 4:47pm 2004


Check the props_wasteland folder for the prison lights, there are a few hanging types in there that might look a little better than your current ones.
[addsig]




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Re: Warehouse
Posted by satchmo on Fri Dec 3rd at 5:24pm 2004


The reception area looks just a bit too luxurious for a warehouse. It makes me think that the warehouse must be run by the mafia or some major crime organization (pimp daddies).

I found this photo of a real warehouse stairs and loading area, so you can have some additional ideas.

http://www.cls.usask.ca/images/Site/Phot.20010622/handrails%20and%20stairs%201.jpg

The frame for the glass windows appear too thin and recessed to be realistic. Consider making them wider and maybe even with another texture.
[addsig]




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Re: Warehouse
Posted by Night-Wolf on Fri Dec 3rd at 5:46pm 2004


Cheers for the tips, im basing it loosely on a warehouse I work at, with maybe a bit more class! ill try some ideas out and post my results tomorrow



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Re: Warehouse
Posted by Night-Wolf on Sat Dec 4th at 11:44pm 2004


A few more updated pics,think its looking better but ive still to add more detail. Took me all day to figure the bloody doors out!



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Re: Warehouse
Posted by G.Ballblue on Sat Dec 4th at 11:47pm 2004


The stair cases in screen 2/3 are floating

/edit: woops, no they're not

[addsig]




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Re: Warehouse
Posted by diablobasher on Sat Dec 4th at 11:50pm 2004


It's starting to look quite nice now, good work [addsig]



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Re: Warehouse
Posted by Night-Wolf on Sun Dec 5th at 12:23am 2004


? quoting G.Ballblue
The stair cases in screen 2/3 are floating

/edit: woops, no they're not

Shhhhh! no their not, its the magic of half-life





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Re: Warehouse
Posted by satchmo on Mon Dec 6th at 1:30am 2004


I like your new textures for the reception area; it looks more like one for a warehouse now!

I trust you will work on the stairs a bit more, equipping them with a metal border and support and such (and railing).
[addsig]




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Re: Warehouse
Posted by Night-Wolf on Mon Dec 6th at 11:47pm 2004


Im looking for someone to come have a look round my map for me and see what they think and how it runs. Somebody post here with a contact or PM(if you can!) And we'll sort something out



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Re: Warehouse
Posted by Night-Wolf on Wed Dec 8th at 3:25pm 2004


Some more pics here -

http://photobucket.com/practice.php?id=4kwn8





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Re: Warehouse
Posted by Crono on Wed Dec 8th at 7:26pm 2004


Whoa. Looks pretty awesome.

The only complaint I have (still) is those stairs. Now they have no support! Put in something like a glass tube around the stair case or something to simulate a sound structure.

If the connectivity is good, I think you'd have a shot at that mapping contest (as long as you continue to follow the guide lines.)

Keep at it. [addsig]




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Re: Warehouse
Posted by satchmo on Wed Dec 8th at 8:20pm 2004


Looks better and better each day!

However, I do have a few suggestions:

1. The texture on the floor of the loading dock area looks repetitive. Browse around to see whether you can find a better tiling replacement.

2. The stairs, like Crono said, can be improved in the reception area. In addtion, the stairs really don't lead anywhere except a soda machine. In real life, people usually don't go through all the trouble of building a staircase just so they can have a loft solely for some refreshment. Perhaps you can make a door leading to a meeting room or observation deck?

3. Did you build a 3D skybox? The area outside of the map looks barren, as if nothing else exists outside the complex. Consider adding some buildings to the 3D skybox, if you have one already.

4. The cars in the parking lot are all facing outward. This usually isn't the case in the real world, as it's easier to drive into a parking space rather than backing into one. I know there are some people who prefer backing into their parking, but I believe they are the minority.

5. How about some support inside the warehouse? Just a few here and there will do.

6. Perhaps you can disable texture lighting on some random lights outside the warehouse to make the area dimmer? It fits into the current global economy better (most companies are still struggling with the recession, therefore suggesting a lack of maintenance).

Overall, your map is looking good.
[addsig]




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Re: Warehouse
Posted by Crono on Wed Dec 8th at 8:23pm 2004


The soda machines are up there because they're part of the union's exercise option ... [addsig]



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Re: Warehouse
Posted by Night-Wolf on Wed Dec 8th at 11:49pm 2004


? quoting Crono
The soda machines are up there because they're part of the union's exercise option ...

Oi Cheeky!

In fact Satchmo hit the nail on the head, theres a meeting room behind the wall adjacent to the stairs, im planning on a huge table with lots of chairs, you know the kind! Trouble is I oversized it a little! although I need some more 'normal stairs' on the other side.

I plan on making some of the lights outside Flicker or spark or not work at all.

Ok some other great points too which ill take into account. I havent tried my hand at a 3D skybox yet but i might give it a shot!

oh yeah, I promise ill fix those stairs!!





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Re: Warehouse
Posted by Crono on Thu Dec 9th at 1:04am 2004


It'd really blow ass to carry a table up those stairs. Is there going to be another way in to the conference room? [addsig]



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Re: Warehouse
Posted by Night-Wolf on Thu Dec 9th at 6:54am 2004


Yeah there will be a 'normal' staff type stairwell at the other end



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Re: Warehouse
Posted by Spartan on Thu Dec 9th at 10:52am 2004


Why do all these new HL2 maps still look like maps on the older engine? No offence to you but those textures look like crap. I don't even see any with bump mapping? [addsig]



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Re: Warehouse
Posted by Night-Wolf on Thu Dec 9th at 12:18pm 2004


No offence taken, I find the texturing quite painful to be honest, having to split down brushes to get a decent amount of detail in What is bump mapping?

PS this is my first ever map so im still learning how things work.





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Re: Warehouse
Posted by Night-Wolf on Thu Dec 9th at 5:34pm 2004


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Ok ive done so work on the skybox -

And also reworked the stairs -






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